Yes I did, I skipped 4e when that was a thing. My 4e experience is extremely limited so I didn't feel comfortable maybe finding the right section of rules & maybe extrapolating how that combines with other aspects of that system in actual play that I may or may not remember right or may hor may not have been exposed to in a couple one shots. Also 4e was so different from every other edition on a mechanical level that it's difficult to make comparisons.
As someone who liked 4E a lot, and played it a ton, I think it's fine to skip, because the approach is different
enough that it's less directly relevant.
Just to summarize (and generalizing a little):
1) Everyone had some Daily resources, but only some, because everyone also had Encounter, Utility and At-Will stuff (not getting into the slight deviations from this in Essentials). This by itself reduced the desire for a 5MWD, in part because of the design of the Dailies, which made them only part of your toolkit, and not always the right tool to be using on any given round (indeed often not). All the rest of your toolkit, which was considerable, refreshed between combats, essentially. So PCs were basically never on less 70%-ish of their toolkit in a combat, which made for way less reason to take a rest.
2) Combat was a lot less swing-y than other editions, so there was less feeling that you had to "floor it" and take out scary enemies to prevent deaths etc, but rather to use the right abilities/teamwork to deal with them tactically. I saw a number of TPKs or near-TPKs in 4E, and several of them were against not-super-hard encounters, but ones which required good tactics. One of the near-TPKs showed you couldn't just Daily your way out of a hole if you'd dug deep enough too! They got saved because one player used smarter tactics than the rest and didn't expose himself to withering sling-fire (instead forcing the remaining enemies to essentially come at him one at a time through clever use of terrain/corridors).
3) You pretty much always got back to full HP between combats thanks to Healing Surges, and usually reached a natural stopping point before Healing Surges ran out (I'd say most PCs had slightly too many but that's a separate discussion)
4) The encounter design system (with "roles" for monsters, minions, etc.) was significantly more solid and the math whilst arguably boring, was more reliable than 5E. This also disincentivized wild spending of daily abilities, or attempting to 5MWD things, because it just wasn't that helpful, and easier for a DM to prepare an encounter for it, if it was definitely going to be a 1-encounter day, without much risk of TPK.
Anyway!
I think there's some design inspiration to be had there maybe, but less direct.