Reading some of these posts about some experiences, a GM I played with years ago was like some you posted (being unfair to players.)
I call those types the "griefer" GMs, the anti-player, do it "my way" and having to describe disarming traps? Really? To those GMs, why don't you make the player stand up and simulate the attack their doing against that orc? Or maybe show you how they are going to dodge that arrow, or parry?
Or better yet! Have them show you how they are going to cast that fireball, and when the player doesn't cast a fireball, have him automatically fail.
Man, there's a lot of bad GMing habits
To be fair, the old-school (OS) games did not generally have skills as we see them today. The only things rolled were specific class abilities that really could not be replicated without being illegal in just about every nation on the planet. As I said to some new gamers recently, the OS games, the early ones that began the hobby relied heavily on the
player learning how to do certain things. For example: The Tomb of Horrors worked (by being absolutely terrifying to players all over the world) not because the characters didn't know what to expect or how to handle the situation, but because the players didn't. In a more realistic take on the adventure, where the characters should know a whole lot more about, well everything, it wouldn't be as scary, just as if you play it in a more new-school way with skill checks taking the place of players testing things, poking idols with a 10' pole and all that. So, there is something to be said about that style of gaming, only it is hard to say you are doing one part of the game this way, and another another way in modern gaming.
Back "in the day" it was all we knew, while some individuals would actually make characters with
character, most were just making mechanical humanoids with certain abilities that they put their own brains and personalities into - even the mental and social stats were really there just for mechanical reasons, to give pluses or minuses to certain abilities/events. I started back then, and I see some of the appeal of that, but I like character and personality too, and that comes with understanding that my
character can do certain things at different ability levels, just as much as they cannot do other things. Plus, with the natural flow of how games work metagame knowledge is always around, so learning how to not let it influence your decisions is critical in modern gaming.
I think this is why I like to say I use a combination of styles, some old, some new as I see value in both and try to pick those parts that I value from each. Unfortunately, it doesn't always work out too well.