Initial Reaction, Sans Reservations: That's really fucking cool.
Reservations
1. Each of these can only be "unlocked" once, right? This must be the case, because otherwise it's going to eclipse the rest of the mechanics.
2. Some of these are too immediately achievable, incentivizing people to troll for XP.
The "Someone you are looking after dies" example is my favourite, as you can't easily jury-rig that situation just to unlock the stat boost. It's a tell for what the character is about, it's going to steer situations in a particular direction, and it will happen in its own time.
Contrast with the Ruin and Gold examples: I could just do those for the boost. I'd have to fight my baser urges if I wanted not to do that in a game.
Contrast with: "You are betrayed by someone you helped" for Sharp - it isn't a tell for the Old Soul. It says that the Old Soul helps others, but I have to squint to extrapolate much more than that.
In short, each one should be: telling, part of an implied situation, involve relationships and dynamics beyond the single character.