Tabletop games are as a general rule far less pozzed than video games. They further have the distinct advantage of not being hard-coded - you can do whatever you want with them. Even something like nuDnD can be used, if you like the mechanics, but don't like all of the bullshit involved in the fluff.
Of course, all of that is rendered pointless by the simple fact that there's no reason to play any of the new shit. The OSR exists for a damned good reason - old-school RPGs had better design, and more importantly, they had a design which was simultaneously simple enough that a child can play, while elaborate enough that you can do a lot more with it. It's a dramatic contrast to something like 4E, which throws a massive fucking rulebook at you.
But the most important part is this - with the OSR, you don't use a system. You take a system, and others like it, and make the thing that works best for you and your players. That's what makes it so much fun to GM for, and in turn, makes it more fun for your players.
Let's look at Metzner D&D. The game has seven classes - Fighter, Magic-User, Cleric, Thief, Elf, Dwarf, and Halfling. Good ability scores make your XP rise faster. The demi-humans need higher ability scores to get those bonuses, but have more advantages. Each class has things the others can't do. The game uses simple dice-throw mechanics, and comes with a "CYOA" style starter adventure to teach you the rules. The Expert, Companion, Master, and Immortal kits all add more stuff, to keep advancing your characters in levels. It's a lot of stuff - but it grows along the way. It was designed for kids to be able to play it, but had a huge amount of stuff available for use.
Compare that to 5E. You have a plethora of racial and class options to mix and match, all manner of feats and shit to pick up, and everything operates under an insane sort of "balance" for abilities and stuff which only means that, inevitably, you have a huge imbalance in terms of classes and the like, and a sort of "meta" that develops. There in meta in Metzner Basic, except the sort of shit you'd read in On War - Fighters and Dwarves are your Infantry (you need them), Magic-Users and Elves are your Artillery (you need them to get real damage out, but you have to be prepared to operate without them, and you need to protect them if you have them), Halflings and Thieves are your Cavalry (more mobility, and can take care of things that other classes can't, but also the most easily dispensed with), and Clerics are your backup/support. A well-rounded party works best, and team dynamics, rather than individual character builds, define the meta.