For me personally, it's not that interesting. It doesn't really bring anything I'd consider new to the table (except for the emphasized real-time aspect, which I consider more bug than feature), and the impression is more that of a 5e take on OSR gaming than an actual OSR game. But for people who just want to branch out from their 5e game, it's probably fine.
I think we'd need to define what an OSR game is, then. I run both OSR and 5E and I think they do very different things.
While one
could run courtly intrigue in OSR or mega-dungeon crawls in 5E, it's not what each is best at. OSR characters tend to be a lot leaner, mechanically, and focused mostly on dungeon crawling. Even the most melee-focused 5E characters have abilities and skills that apply to life outside the dungeon.
For running rogue-like adventures, where the chance of death is extremely high, and players explicitly should not expect to have a long-term relationship with their characters, OSR games are simply a better ruleset -- if nothing else, it doesn't take 30 minutes of fiddling around in D&D Beyond to make a new character after the last one dies hideously.
Now, a lot of OSR games are interested in replicating the fiddlier forms of old D&D -- to-hit matrices, saving throw charts, etc. -- but I'd say that's more of a hallmark of a retroclone rather than simply what makes an OSR game. There are plenty of OSR games that aren't trying to be a retroclone, like Mothership. This is another one.