I think you meant “Inform 6 does not have the amazing IDE that Inform 7 has.” and that is true. You need a good text editor that can be configured to do syntax colouring, auto-indenting, bracket matching etc. and custom commands to compile your code and stuff like that. I use Textpad, but I think most people use VScode nowadays.
I have my environment configured so that I can edit, compile, double-click on a compile error to jump to that line of code and so on. I can also extract the strings to do optimisation and abbreviations, run the game and open the DM4, all without ever leaving the editor. The whole process is very fast and efficient. Not counting the Inform 6 (or PunyInform) library, there is only one source code file and one executable (or story file) and that’s it. No bloat whatsoever, unlike Inform 7.
As others have said, Inform 6 is a truly object-oriented language. It is said to be a C-like language and that’s mostly true, but it does have some qwirks that take a bit of getting used to.
Your game world (or the world model) consists of objects. Each object has properties and attributes. Properties are your variables. These can be numbers, strings or routines. The routines are where all the interesting things happen. Attributes are Boolean values, mostly defined by the library.
Your objects are located in a containment hierarchy. A room does not have a parent, but it may contain one or more children, which are other objects. The other objects may initially be placed in a room, in other objects (in the case of containers), on other objects (in the case of supporters) or nowhere (called nothing in Inform 6). Non-room objects can be moved about within the game and floating objects can appear in multiple rooms.
In addition to the world model, you can add or extend the grammar and add action routines to add to those provided by the library.
All in all, I’d say Inform 6 has a steep learning curve (arguably nowhere near as steep as Inform 7), but once you understand the basics, it’s all pretty straight forward and you’ll be developing small games in weeks instead of months.
To answer your last question, why did I choose Inform 6 over Inform 7? I was using Inform 6 before Inform 7 was available and invested a lot of time and effort learning it. When Inform 7 came along, I just didn’t get it. I’ve since made several attempts to learn it and I still don’t get it. As it doesn’t have a reference manual, I spent hours and hours wading through the tutorial-like manual and examples trying to work out how to do simple things and would get frustrated.
It is said that Inform 6 appeals to those with a programming background and Inform 7 appeals to those with a non-programming background. As I fall in the former group, Inform 6 is quicker and easier to learn without all the verbosity and frustrations of Inform 7.