In general in play they were ignored or just treated as an abstract language with no further comment.
As to where they came from, here's an answer from Gary Gygax on Dragonsfoot!
As D&D was being quantified and qualified by the publication of the supplemental rules booklets. I decided that Thieves' cant should not be the only secret language. Thus alignment languages come into play, the rational [sic] being they were akin to Hebrew for Jewish and Latin for Roman Catholic persons.
I have since regretted the addition, as the non-cleric user would have only a limited vocabulary, and little cound [sic] be conveyed or understoon [sic] by the use of an alignment language between non-clerical users.
If the DMs would have restricted the use of alignment languages--done mainly because I insisted on that as I should have--then the concept is vaible [sic]. In my view the secret societies of alignment would be pantheonic, known to the clerics of that belief system and special orders of laity only. The ordinary faithful would know only a few words, more or less for recognition.
In other words, it was supposed to be more like religious languages, but wasn't really well thought through. It disappeared in Second Edition and was not missed.
Ah yes, the effects of age, I could tell you a lot about that. But I’ll try to keep focused on in-game effects.
“I’ll regret this later”
Penalties to abilities that simply make the character weaker (like those found in older versions) are frustrating for a player, and they are bland, and don't really evoke the feel of old age. These rules simply never provided any fun, or much depth. It’s no wonder they didn't come forward to 5e.
Effects that limit the endurance a character has, that come into effect after some initial exertion, evoke the effects of age more poignantly, while letting the character still “relive past glories” in brief but glorious combat.
So very tired
The rules for exhaustion in the DMG can be utilized to simulate the fatigue of advanced age, and they come pre-play-balanced for you. A venerable character (depending on age, at the discretion of the DM) may gain a level of exhaustion from a single combat, and require a short or long rest to recover from it.
I just can’t seem to rest like I used to
Speaking of rest, an older character needs more. Simplest thing would be to double the amount of time needed to attain the benefits of the rest, but it doesn't add much color to the game, if the players are simply obliged to say “OK, then we rest for 16 hours.”
I find it’s better to “nerf” the effects of the rest, granting back fewer hit dice, hit points - or even fewer spell slots, if mental ability has been affected. That allows the oldster(s) to “try to keep up” while providing a nagging reminder they are really too old for this sort of thing.
(If you ever played 4E, this was like a non-heroic NPC taking a rest. Unlike the PC’s, the NPC would not wake up in the morning fully healed of all wounds.)
Another nice surprise
I would also suggest that these or any effects of old age should come as a surprise (especially for the prematurely aged). They always do.
My (game) experience with old age effects
I’ve used these rules for adjunct NPCs - I haven’t prematurely aged a PC. The players thought they were fair and interesting rules. It accentuated the power of the (young) PC’s, without making the NPC useless. The oldster slept/rested while the characters did ancillary stuff. It might be different for a PC. I suspect a player won't be overjoyed with having to “take it easy” but it's similar to other “curses.”
Since initially answering this, I spoke with one of my players about the age rules we used. She commented the rules made her feel protective of the NPC.
Best Answer
The reasoning behind their actions is what alignment means
You hit the nail on the head when you said
Alignment is a choice (most of the time), it's a philosophy and world outlook that a creature capable of thinking uses to interact with the world.
Animals (and certain other things like oozes, aberrations, monstrosities, whatever) lack the intelligence to choose to follow their alignment, they just do. A wolf or a cow or a black pudding doesn't choose to eat things and it doesn't have internal reasoning for its actions, it just reacts based on instinct. They all are amoral (lacking morality).
Carcer pointed out that outsiders like Fiends and Celestials also cannot choose their alignment, it's intrinsic to what they are, but they can still choose their behavior based on their alignment, whereas an unaligned thing doesn't choose at all.