There's no way to accurately recreate the feeling of AD&D, OD&D, or BECMI in 4th edition. This isn't a knock on 4E, it's simply a manner of the game's functions. A couple of major points:
1) Meta-knowledge is obvious in 4E. You know a creature is a minion because he dies in 1 hit. You know what magic items do because the PHB lists them in their entirety and you can identify them in 5 minutes regardless. You know that your powers are always available and never fail. You know the results of a skill because the book clearly spells it out for you.
In earlier editions, the player finding out how the game world worked was half the challenge. You had spells with random durations, you weren't guaranteed full hit points, and there were many random variables (50% this happens or 5% that guy dies, etc.). To reinstate "old school" ideas you have to make the rules "mysterious" to the players again.
2) By default, 4E assumes the players are entitled to treasure and experience. It's assumed you run 10 encounters per level and hand out 10 treasures. It's assumed you generate a wish list and give items to players. It's assumed that everyone has +5 this and +3 that at Levels X. This is in the DMG and it's plastered everywhere.
In "old school" there was no entitlement. Treasure wasn't (or wasn't supposed to be) in plain sight or unguarded. There was no table saying "A level 5 fighter should at least have a +1 weapon." You earned experience primarily through roleplay and loot because slaying monsters always provided meager returns.
For example, in 4E a major quest (IE the equivalent of an entire adventure) counts as a single encounter which is, on average, 1/10 of your level. Using 2E as an example, story experience earned you relatively the same as every monster and trap's value combined. A 1HD monster only granted you 15xp. This is 1% of a thief's 1st level.
3) Action economy goes against the "balanced" encounters of earlier editions. Yes, by limiting actions you put characters on even ground. In AD&D your place in initiative could often make or break a battle. Spell casting was always risky because you could very well go dead last and have every single weapon flying your way.
Also, in older editions, the difficulty of a battle was determined more by overwhelming numbers than strength of the monster. 40 orcs could take down a level 9 party assuming they didn't have access to auto-kill magic like cloudkill (and that's a valuable spell slot wasted for such an occassion). At higher levels terrain played more importance in order to box creatures in and fight them one on one or, better yet, trap them with spells like fireball which conformed to its surroundings.
In 4E whoever acts the most flat out wins almost all the time. A party of 5 characters can wipe the floor with a solo even 5 levels higher than them purely through lockdown maneuvers (I haven't read MM3 but I hear they made monsters deadlier).
In combat, overwhelming numbers are limited by the self-imposed "balance" of the game. The concept of minions functions less as a means to overwhelm the party but as a means to get them to waste their actions or blow their area powers which are generally daily or encounter.
There are tons of other design changes with 4E but it's simply not compatible with "old school" methods. This isn't a negative thing, it's simply how the game was designed. As they say in the Essentials red box, you're a hero and heroes fight, not run/hide/let other people handle the work. You don't hire mercenaries to beaf your ranks or stop traps, you stop the traps. You don't age 5 years, lose a level, and become bald for resurrecting someone you're just a little tired until you level. You don't have to fear being disintegrated because you aimed your shiny new ring in your face because you automatically know the item after five minutes of fondling it.
People should really stop trying to change the game into something it's not. I'm in no way saying homebrew, flexibility, or thought exercises are bad or wastes of time, I'm saying that a game's rules define its style. The DM can change the rules to suit his purposes, true, but it doesn't change the fact that 4E is about heroes fighting monsters just like Mouse Guard is about frontier exploring mice, Dogs in the Vineyard is about religious knights snuffing out sin, and Maid is about playing an anime maid. What would Mouse Guard become if you turned it into a dungeon cralwer? Maybe it'd be fun, but you would have to change quite a bit of material to get there and it would simply be better playing an entirely different game.
Accept what 4E is or play a different game. I can't really put it any more succinctly than that. Feel free to make all the changes you want but in this man's opinion you're wasting your time better spent finding or designing a game meant to play your style from the ground up.