Nirth: I never thought that could be the case. Do you have an article that explains this and similar stuff that might be necessary to know in D&D games? I mean to play through Baldur's Gate 1+2 some day down the line and it might help when I create a character.
No real explanation. Just one of the quirks of the old AD&D system. Much of it made little sense (although for some reason it remains my favorite D&D system to date). As another example, multiclassing is restricted to non-humans only, and the race determines exactly what you can combine as far as multiclassing goes. Dwarves can't be mages, Elves must have a minimum of, I believe, 8 CHA (for no apparent reason), etc.
Humans can dual class, but if you do so, you can never raise the level of your original class again, and you lose all functionality of the old class until your new class is one level higher than your old one.
Nirth: I must say I can't stand the idea that kind of design choice that numbers between doesn't do anything, every number should matter otherwise what's the point of leveling up? Just to get to one level that will make a difference? Then it's all unnecessary filler content. One of the worst pet peeves of mine when it comes to numbers in any game is diminish effect. If I'm high level and pick random skill to increase let's say 50 -> 51, nothing happens, only 51 -> 52 there's actually a change and even that can be less than a 1%. Talk about superfluous content..
Levelling up in the AD&D system does not give you any skill points (for most classes) or attribute points. It only affects your HP totals, your THAC0 (your 'to hit' chance) and your saving throws (for thieves, you also gain a certain number of percentage points in your thieving skills, which you can distribute how you like). Casters also gain new spell slots and/or spell levels.
It's an odd and many times nonsensical system. But it somehow works (at least, I like it).