Interesting. I always thought this was an ancient house rule adopted before I started playing - never knew it had an official basis.
To be clear, the balance of the turn being used in resting was the obscure rule, the d3 for 'binding wounds' during that rest was very much a variant - a Len Lakofka variant, I'd guess, at least, a lot of 'em that got heavily used in my area were his, straight from his Dragon articles.
I can think of gobs of per-day things and even a few x-per-hour devices but I can't for the life of me think of anything that recharged after a turn.
Per-hour doesn't ring a bell as loudly. Per turn, does, but I can't recall a specific example, either (also 'turn' sometimes seemed to be used ambiguously, like it might mean 10-min turn, or might mean round ...hmm... how was "turn" used in 0e?).
Heck, I'm near certain there were per week & month, too, but I can't recall exactly what.
Edit: y'know what some of the more oddball recharge times might've been? artifact powers.
I don't remember using the bind wounds rule back then, I actually first heard of it as a Swords & Wizardry house rule. Makes sense as a way add a little longevity to a group. I think the common rule is that binding only works on damage taken that specific encounter.
That's how the groups who used it ruled IMX, otherwise you could just keep binding 1-3 hps at a time until you were a fully-healed mummy.
Personally, short rests are, to me, one of the least egregious differences. I don't really mind them all tat much... For me, the one hour requirement is a pretty stiff one...
Nod. I don't feel like they deviate the cadence of the game that much from prior editions, and, when they do, it's mostly because they're so /long/ - they feel more like the 4hr-nap (below) than the balance-of-the-10min-turn (above).
I think a lot of the feel of old school is in resource recovery. There is a slider between no recovery (you have what you went in with and you must be as efficient as possible with it) to easily obtained recovery (you can refresh your capability frequently enough and maintain your strength from encounter to encounter). The closer that slider is to lack of recovery, the more old school in feel it is to me. But for me, it doesn't have to be pushed hard to the left.
And, like a lot of old-school feel, it could vary with the place, time, group, and the variants in use and the unspoken expectations in play. Some groups would, by convention, "go back to town" to rest whole days. Others would use the shorter rest times to recover low-level spells and barricade themselves in a dungeon room for 4 hrs to qualify to re-memorize spells.
I mean, if you have a time-pressure scenario, and it's below the threshold of a recovery cycle, you have no recovery, you use things up, they're gone, they don't come back until the next scenario... and you can do that for almost any recovery cycle.*
OTOH, if you're engaged in a long journey, or grinding against a mega-dungeon, or between adventures, even a daily cycle becomes a lot less significant. In sufficiently long/unregulated downtime the line between unlimited and daily could become fairly academic.
Ultimately pacing is up to the DM, he can match it to recharge rates as he sees fit (to the limit of his comfort with screwing around with the feel of his campaign), and 5e's formal 1-hr 'short' rest, and 24-hr hard limit on 'long' rests hardly complicates that compared to the obscure rules & subsystems of AD&D and the many ways it was tweaked & interpreted back in the day.
* I once ran a convention game in which all the action took place between the drawback and arrival of a tsunami that would destroy the character's home city. No time for even a genuinely-short short rest, even using more than a few charges from a WoCLW would've been pushing it. Heck, no progress in 10-min turns, for that matter.