I mean, most of the OR seems to have categorically rejected his views directly,. The 4e edition is widely disdained in that space, yet he seems to think it's "more OSR than the OSR" Because it leans Gamist. That's another rejection.
On my part it is because they are simplistic. Despite the thousands of words nothing predicted matches what gamers actually do nor it describes anything accurately. They just sound logical.
Ron's problem is similar to what a lot of people think about RPGs. That if we only had the right set of rules it would fix everything.
The reality what makes RPGs are not the rules. The rules are important but what makes Roleplaying games , roleplaying games is the fact they are about a bunch of players acting as their characters with their actions adjudicated by a referee (in the case of tabletop a human referee) often interacting with a setting over a series of sessions linked into a campaign.
The campaign (even if it just one session) is what makes a RPG, a RPG.
If you want to develop a theory of RPGs than that where you need to start. The Campaign is what literally what came first i.e. Blackmoor and later Greyhawk. The rules are just the tools to help with all this. A campaign can endure over major changes in the rules.
OSR is only special in all this not because it tries to reach back to the earliest editions, but because from the starts it was a cacophony of multiple efforts, attitudes and approaches. From the very beginning of the movement, the norm was kitbashing whatever rules you liked for the campaign you were about to run. Yeah there were purists but they were dwarfed by the kitbashers like myself.
With this situation it is hard to sell a pure rules products. If you are not trying to sell a clone, then you can find success in selling a CAMPAIGN. Which is what my Majestic Wilderlands does, which Mutant Future does, Arrows of Indra, Dungeon Crawl Classic, and now Dark Albion.
In short you try to craft an experience that is exciting and interesting using the mechanics of classic D&D as your tools. Blackmoor and Greyhawk ignited tabletop roleplaying not because of their rules but because Arneson and Gygax created compelling, addictive, and above all fun experiences.
Forge Theory completely misses the boat on this by only focusing on the rules. Which is why Ron Edwards efforts to appealto the OSR crashed and burned.