There were two reasons why I posted about Holmes Basic yesterday. One is because yesterday's post was #1978, and I thought it would be fun to post something related to the year 1978. Technically, Holmes came out in 1977, but I accidentally made the rant Post #1977.
The other reason is that the stuff about Holmes I don't remember is very specific details about durations of mundane effects, rules for handling special situations, costs for unusual items, and the like. The same is true for AD&D, although I remember more of that. And it's probably true of B/X and BECMI, although I haven't read those. It's definitely true of Labyrinth Lord, Swords & Wizardry, and Delving Deeper. It's more pronounced in LL, OSRIC, and other retroclones designed for later TSR editions, because you have things like variable weapon damage or a variety of different duration ranges for spells and potions.
What this feels like to me is one person's answer to how to run D&D, instead of a framework to build my own campaign on. A house rules document, in other words. The options chosen aren't very memorable to anyone other than the writer. And perhaps that's all that any retroclone writer can hope for. What saddens me is that this is what D&D players clamored for back on the day: not new ideas to adapt to their own games, but lots of little details like how long iron rations last compared to standard rations.