While DW is not considered OSR, a lot of people who play it feel that it plays like they remember playing DnD in the eighties.
The designers even gave it the tagline, "Old school feel, modern rules." It is definitely true of my experience of Dungeon World.
Of course you are right about the more vocal players who demand and therefore get more attention. It is the GM's job to make sure everybody gets a chance, which is definitely an aquired skill. But once the GM has mastered it, it works really well. The results is often much more dramatic and cinematic than the typical 3.5 technical battle crunch.
And personally, I love more player input in the narrative. Far from breaking the suspense of disbelief, my experience is that it makes players more invested in the game, as long as the rules of narrative authority and narrative truth are respected.