The “XP for loot” blog club post gives us a clue, I think. The author very lucidly traces out a progression from dropping XP for gold, to emphasizing combat, to massively increasing options in combat (as well involving all classes equally, making it more survivable, etc.).
I agree that these things are contrary to the old school play. But given that the OSR was conceived in response to the problems of trad play (especially in the 3/4 edition period) I think that has given the OSR community a reflexive suspicion of anything that takes combat away from its old school, abstract roots - even if it’s not because combat is becoming the sole focus of play.