Interesting. But also formulaic.
Here's my definition of the OSR (and feel free to argue, arguing about philosophy is what we pedants do).
• Willingness to hack. Everything.
No Sacred Cows is part of this, but far from the only one.
• "Referee" before "Master". It's not about making things go your way, it's about running a world. Subtly different from "rulings not rules", but part of the same ethos.
• Elegance and verisimlitude before "realism". Rules need to be clean, elegant, and playable, or no-one's going to use them.
I call this the three-by-five card test; if you can't explain it to a reasonable person on one, then you need to look real hard at where you can pare it down. It needs to feel reasonable, even if it's not technically correct, or the players won't go for it. This doesn't apply to tables, just to the rules that adjucate them
• Trust the dice more than the paper.
Fuck your story, don't fudge dice. If you really wanted it to happen you shouldn't have rolled first.
• Resource management.
Well, duh.
What kind of resources change as the characters level up, but they're always handling some manner of resource, and something's always in short supply. By the time you're not worried about torches, you >are< worried about payroll and your social capital.
• Risk. Real risk, of losing things you like.
• Player skill can be patched - but not replaced - with character skills. (AKA "skills as saving throws").
Sometimes, you don't need to roll the dice to know that something works. Sometimes even the smartest player runs up against something they didn't plan for.
• Trust the players.
Occasionally they'll have better, funnier, or otherwise more tone-appropriate ideas about what's going on than the module, or you. Don't be afraid to roll with it. Literally, if you have to - you can always roll a die to see if they're right.
Ultimately the OSR is about building a structure you can hang a tense mind game on.