Thomas Shey
Legend
I feel like the issue here is about concrete mechanical choices as opposed to freedom. In general, I think most OSR fans would suggest the latter is better. Of course, it means that the GM has significantly more input into how much fun you have playing your character, which is a bit weird.
That's why, while I like some old school approaches quite a bit I've made it pretty clear "rulings not rules" isn't one of them, and requires a pretty narrow view of old school games (i.e. very early D&D almost exclusively) to make it a defining trait.
There were no lack of rules in Traveller. Nor in RuneQuest. Nor in Rolemaster. Nor (oh gods no) in Chivalry and Sorcery.
But that's the gig; as I've noted, early edition D&D fans have kind of tried to box off "Old School" (which makes no sense) and "Old School Revival/Renaissance" (which only makes a little since there are several other games that by any other sense are "old school" that have had retroclones and other modern game based off them) as only about the game they're interested in, and to be frank, I find it pretty irritating.