To me, those seem like selling points of not-old-school games.
To me, it seems you misunderstand me.
Old-school to me is, by contrast:
--- story-emergent, i.e. most if not all of the story only becomes apparent in hindsight (but note this does not equate to "mechanics first")
Again, not contradictory with what I was saying at all, and in fact it's what I had in mind for
one way in which it manifests. But how in looks in OSR isn't necessarily how it exists in narrative games. But I am not proposing that all of these things exist equally in the same way across all sectors of the hobby.
--- GM accepts and does the bulk of the mechanical work; the players focus on playing their characters without necessarily even knowing how a lot of things work behind the screen
This is not contradictory with what I said. In OSR, the GM may have the bulk of the work, but that doesn't mean that the OSR community isn't looking for ways to reduce GM overhead: e.g., rulings not rules, random tables, rules light, ways to randomize maps and dungeons, etc. Again, this will look different with narrative games, neo-trad games, etc. But it's not as if my post was without examples with OSR in mind.
--- only one of pass or fail on a roll has to be consequential or relevant in order for the roll to occur (i.e. 'nothing happens' is always a valid outcome)
I established in my post how even a binary pass/fail often results in additional "pressures" in OSR play (e.g., wandering monster check, time, torches, resources, supplies, food, etc.). There is also more direction about when a roll should be called for. Also notice advice like this:
Shadowdark:
STAT CHECKS
The characters automatically succeed at what they are trained to do. Only use stat checks when there is time pressure and failure has dire consequences.
Knave 2e:
Most actions the PCs take should simply succeed or fail. Avoid making players roll for everything.
To be clear, when Ben says that "most actions the PCs take should simply succeed or fail," he is not talking about dice rolling. He's talking about action declarations.
Bugbears & Borderlands (by Sacrosanct):
As a general rule, if there isn’t going to be a negative result for failing something, it is better to assume the PC succeeds.
Dolmenwood:
Is a Roll Warranted?
The Referee must judge which situations warrant a roll of some kind (e.g. a Skill Check, Ability Check, or Saving Throw) and which do not. For tasks with no inherent danger and no time pressure, PCs with appropriate skills and tools should generally succeed automatically. As a general guideline, consider the following points.
Description: Does the player’s description of how they intend to approach the task sound feasible?
Skill: Does the PC have the required skill to perform the task? Characters with a specific background, Kindred, or Class may be more suited to the task than others. Note that all adventurers are assumed to have basic skills of dungeon and outdoor exploration (e.g. using ropes, lighting fires, mapping, etc.)—see Adventurer Competency, p150.
Tools: Does the PC have any tools required for the task?
Time: Is there any time pressure?
Danger: Is there any inherent danger in failure?
But consider what this also means. We should roll if there are consequences: i.e., when there is a danger and/or there is time pressure! Time is "something happens." The GM is responsible for tracking time, which they use for things like adjudicating wandering monster checks, rations, torches, players getting lost, etc.
All this lines up with what I wrote in my post:
Consequential Rolls: Rolling is not for uncertainty but for consequences, meaningful situations, and called for with some rhyme and reason. Even 5e D&D says not to call for a roll unless there are meaningful consequences for failure. Even in OSR spheres, where some are okay with "nothing happens to the door," a roll may advance the timer, risk the wandering monster, cause you to lose torchlight, etc.
Emphasis in bold, mine.
--- players' input to setting is limited to what their characters can do.
I never imagined this would be something that Micah would like, which is why "Freeform Narrative Tags for PCs" is devoid of OSR examples.