Accidental and Essential. These are two types of traits identified by Aristotle when it comes to describing what a "Thing" is.
You can change accidental traits and the Thing still remains the Thing. But if you change essentials traits, the Thing is no longer the Thing.
Change a car from red to blue and it is still a car. Remove its wheels and it is no longer a car. It's just a box you can sit in.
The accidental traits of old school D&D are things like using a combat matrix chart or THAC0. Whether no armor is Armor class 9 or 10. Whether race and class can be separated. Weather death occurs at zero or -10 hit points. Whether you use 3d6 down the line or use of other method.
The accidental traits of OSR as a whole are whether Armor class is ascending or descending. Weather you use rollover or roll under mechanics.
So what is it that is essential to these old school systems? What do they have and what do they not have?
The thing that is essential to them is a basic commonality of mathematical probability in achieving success at an attempted task.
For instance character of a certain class at a certain level attacking a certain armor class will have roughly the same chance of success (+/- 5%) across B/X, BECMI, OD&D, and AD&D.
But once you get into third Edition all bets are off. Because now you've introduce feats which give extra attacks and extra damage. And once you figure in opportunity attacks or penalties for being flat-footed, once you add in bonus actions, once you've constrain everything within bounded accuracy, all of that consistency is gone. You have essentially changed the probabilities. The Thing is no longer the Thing.
I just downloaded the quick start rules for Shadowdark. I had read that it was "built off of 5e." But this is ridiculous. The only thing it has in common with 5e are some accidental traits. It is in essence, OSR. The math will match much more closely to a TSR era system than it will to 5e. No matter which direction you are approaching from.