In my last post I talked a bit about in the past I've often tried to include more complex combat rules to make OSR combat more interesting, but players rarely engage with them.
One of the biggest reasons for this I felt was because combat in OSR is inherently reactionary. Players don't really plan to get into combat and I find don't plan extensively for it. Most times monsters are obstacles and you never know what you're going to run across. Getting into direct combat with them tends to be the worst solution to getting around the obstacle they represent because combat uses up a lot of resources and is often high risk.
As a result, if they do get into direct combat, I find most players are just content to spend a few turns slogging away at the monster, preforming attack rolls back and forth, trying to do as much damage and kill it as quickly as possible in hope they can get lucky with the dice rolls. Either defeating it, or deciding after a few turns to cut their losses and run away to come up with a better plan. Or well, this is often how combat goes if what they are presented with is kind of your average combat encounter. Fighting some bandits or a troll or something.
There is nothing wrong with this at heart, but I do think it is good, every once and a while, to try and do more to make combat interactions interesting. Previous editions of D&D have sought to make combat more interesting primarily by giving monsters more unique and interesting abilities. This tended to end up with bigger and bigger stat blocks with 4th edition being the worst:
Where it basically turned D&D into a miniature game (and a pretty decent one if that's what you're into but I am not).
5th edition has toned it down somewhat:
Creating Monster Behaviour