As Reynard referenced with his allusion to The Elusive Shift, I think everyone here is aware that there were multiple strains of play in the old days. There were differences between how Gary ran things vs how Dave ran things, but more prominently, there was the difference between the Gygaxian approach to play as primarily a game, appealing to wargamers heavily, and the approach to play it as a way to enact and create a story, more embodied by, say, Lee Gold's crew on the West coast. Non-wargamer SF fans. The arguments over gold for XP and how unrealistic it was (for the Trad and pre-Trad players) were a perennial refrain running from roughly 1975-1989.
I've spent way too many hours with those texts. While the 2E books are certainly clearer, no, they're definitely written in support of a contrasting play mode. 1E is Gygax. You CAN play Big Damn Heroes but the core expectation is that being a Lawful Goody-Goody is a limitation, drawback, and likely liability in your primary job of Getting That Bag. 2E is post-Gygax, post-Angry Mothers From Heck, written in a kind of wishy-washy manner trying to support Gygaxian play AND story-first play, and the mechanics largely hew close to 1E due to the editorial mandate to maintain a high degree of reverse compatibility, but the expectation is definitely that you're probably Heroes doing Good Deeds, and the XP system was revised to support that expectation.