As a point of reference for the OP these are from the 1e AD&D DMG....
Method I:
All scores are recorded and arranged in the order the player desires. 4d6 are rolled, and the lowest die (or one of the lower) is discarded.
Method II:
All scores are recorded and arranged as in Method I. 3d6 are rolled 12 times and the highest 6 scores are retained.
Method 111:
Scores rolled are according to each ability category, in order, STRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, CHARISMA. 3d6 are rolled 6 times for each ability, and the highest score in each category is retained for that category.
Method IV:
3d6 are rolled sufficient times to generate the 6 ability scores, in order, for 12 characters, The player then selects the single set of scores which he or she finds most desirable and these scores are noted on the character record sheet.
And 2e AD&D DMG....
Method I (3d6, In order):
This is the fastest and most straightforward. There are no decisions to make while rolling the dice, and dice rolling is kept to a minimum. Ability scores range from 3 to 18, but the majority fall in a range from 9 to 12. Typically, a character will have four scores in the average range, one below-average score, and one above-average score. A few lucky players will get several high scores and
a few unlucky ones will get just the opposite. Very high scores are rare, so character classes that require high scores (paladin, ranger, illusionist, druid, bard) are correspondingly rare. This makes characters who qualify for those classes very special indeed. The majority of the player characters will be fighters, clerics, mages, and thieves. Characters with exceptional ability scores will tend to stand out from their comrades.
Method I Disadvantages: First, some players may consider their characters to be hopelessly average. Second, the players don't get many choices. Using method I, only luck enables a player to get a character of a particular type, since he has no control over the dice. Most characters have little choice over which class they become: Only one or two options will be open to them. You might let players discard a character who is totally unsuitable and start over.
Method II (3d6 twice, keep desired score):
This method gives players better scores without introducing serious ability inflation. It also gives them more control over their characters. The average ability is still in the 9 to 12 range, and players can manipulate their results to bring the characters they create closer to the ideal characters they imagine. Exceptional player characters are still rare, and unusual character classes are still uncommon, but few characters will have below-average scores.
Method II Disadvantages: Creating the character takes slightly longer because there are more dice to roll. Despite the improved choices, a character might still not be eligible for the race or class the player wants.
Method III (3d6, arranged to taste):
This method gives the players more choice when creating their characters yet still ensures that, overall, ability scores are not excessive. Bad characters are still possible, especially if a player has several poor rolls. The majority of characters have average abilities. Since players can arrange their scores however they want, it is easier to meet the requirements for an unusual class. Classes with exceptionally strict standards (the paladin in particular) are still uncommon.
Method III Disadvantages: This method is more time-consuming than I or II, especially if players try to "minimize/maximize" their choice of race and class. (To minimize/maximize, or min/max, is to examine every possibility for the greatest advantage.) Players may need to be encouraged to create the character they see in their imaginations, not the one that gains the most pluses on dice rolls.
Method IV (3d6 twice, arranged to taste):
This method has all the benefits of methods II and III. Few, if any, characters are likely to have poor scores. Most scores are above average. The individual score ranges are still not excessively high, so truly exceptional characters are still very rare. However, the majority of characters are significantly above the norm.
Method IV Disadvantages: This method tends to be quite slow. Players spend a lot of time comparing different number combinations with the requirements of different races and classes. New players easily can be overwhelmed by the large number of choices during this process.
Method V (4d6, drop lowest, arrange as desired):
Before choosing to use this method, think about how adventurers fit into the population as a whole. There are two schools of thought. One holds that adventurers are no different from everyone else (except for being a little more foolhardy, headstrong, or restless). The man or woman down the street could be an adventurer--all that's required is the desire to go out and be one. Therefore, adventurers should get no special bonuses on their ability rolls. The other school holds that adventurers are special people, a cut above the common crowd. If they weren't exceptional, they would be laborers and businessmen like everyone else. Player characters are heroes, so they should get bonuses on their ability rolls to lift them above the rabble. If you choose method V for creating player characters, then you agree with this second view and believe that adventurers should be better than everyone else. This method creates above-average characters. They won't be perfect, but the odds are that even their worst ability scores will be average or better. More scores push into the exceptional range (15 and greater). It is easy for a player to create a character of any class and race.
Method V Disadvantages: Like other methods that allow deliberate arrangement of ability scores, this one takes some time. It also creates a tendency toward "super" characters. Unless you have a considerable amount of experience as a DM, however, beware of extremely powerful characters. They are much more difficult to challenge and control than characters of moderate power. On the plus side, their chance for survival at lower levels is better than "ordinary" characters. (See "Super Characters," below, for more on this subject.) One last point about method V: High ability scores are less exciting under this method, since they are much more common.
Method VI (points plus dice):
This gives players more control over their characters than the other methods. A points system makes it quite likely that a player can get the character he wants--or at least the class and race. However, in doing so the player must make some serious compromises. It is unlikely that his dice are going to be good enough to make every score as high as he would like. In all likelihood, only one or two ability scores will be exceptional, and miserable dice rolling could lower this even further. The player must carefully weigh the pros and cons of his choices when creating the character.
Method VI Disadvantages: This method works best for experienced players. Players who are not familiar with the different character classes and races have a hard time making the necessary (and difficult) decisions.
So there has always been generous ways to create characters.
Method I:
All scores are recorded and arranged in the order the player desires. 4d6 are rolled, and the lowest die (or one of the lower) is discarded.
Method II:
All scores are recorded and arranged as in Method I. 3d6 are rolled 12 times and the highest 6 scores are retained.
Method 111:
Scores rolled are according to each ability category, in order, STRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, CHARISMA. 3d6 are rolled 6 times for each ability, and the highest score in each category is retained for that category.
Method IV:
3d6 are rolled sufficient times to generate the 6 ability scores, in order, for 12 characters, The player then selects the single set of scores which he or she finds most desirable and these scores are noted on the character record sheet.
And 2e AD&D DMG....
Method I (3d6, In order):
This is the fastest and most straightforward. There are no decisions to make while rolling the dice, and dice rolling is kept to a minimum. Ability scores range from 3 to 18, but the majority fall in a range from 9 to 12. Typically, a character will have four scores in the average range, one below-average score, and one above-average score. A few lucky players will get several high scores and
a few unlucky ones will get just the opposite. Very high scores are rare, so character classes that require high scores (paladin, ranger, illusionist, druid, bard) are correspondingly rare. This makes characters who qualify for those classes very special indeed. The majority of the player characters will be fighters, clerics, mages, and thieves. Characters with exceptional ability scores will tend to stand out from their comrades.
Method I Disadvantages: First, some players may consider their characters to be hopelessly average. Second, the players don't get many choices. Using method I, only luck enables a player to get a character of a particular type, since he has no control over the dice. Most characters have little choice over which class they become: Only one or two options will be open to them. You might let players discard a character who is totally unsuitable and start over.
Method II (3d6 twice, keep desired score):
This method gives players better scores without introducing serious ability inflation. It also gives them more control over their characters. The average ability is still in the 9 to 12 range, and players can manipulate their results to bring the characters they create closer to the ideal characters they imagine. Exceptional player characters are still rare, and unusual character classes are still uncommon, but few characters will have below-average scores.
Method II Disadvantages: Creating the character takes slightly longer because there are more dice to roll. Despite the improved choices, a character might still not be eligible for the race or class the player wants.
Method III (3d6, arranged to taste):
This method gives the players more choice when creating their characters yet still ensures that, overall, ability scores are not excessive. Bad characters are still possible, especially if a player has several poor rolls. The majority of characters have average abilities. Since players can arrange their scores however they want, it is easier to meet the requirements for an unusual class. Classes with exceptionally strict standards (the paladin in particular) are still uncommon.
Method III Disadvantages: This method is more time-consuming than I or II, especially if players try to "minimize/maximize" their choice of race and class. (To minimize/maximize, or min/max, is to examine every possibility for the greatest advantage.) Players may need to be encouraged to create the character they see in their imaginations, not the one that gains the most pluses on dice rolls.
Method IV (3d6 twice, arranged to taste):
This method has all the benefits of methods II and III. Few, if any, characters are likely to have poor scores. Most scores are above average. The individual score ranges are still not excessively high, so truly exceptional characters are still very rare. However, the majority of characters are significantly above the norm.
Method IV Disadvantages: This method tends to be quite slow. Players spend a lot of time comparing different number combinations with the requirements of different races and classes. New players easily can be overwhelmed by the large number of choices during this process.
Method V (4d6, drop lowest, arrange as desired):
Before choosing to use this method, think about how adventurers fit into the population as a whole. There are two schools of thought. One holds that adventurers are no different from everyone else (except for being a little more foolhardy, headstrong, or restless). The man or woman down the street could be an adventurer--all that's required is the desire to go out and be one. Therefore, adventurers should get no special bonuses on their ability rolls. The other school holds that adventurers are special people, a cut above the common crowd. If they weren't exceptional, they would be laborers and businessmen like everyone else. Player characters are heroes, so they should get bonuses on their ability rolls to lift them above the rabble. If you choose method V for creating player characters, then you agree with this second view and believe that adventurers should be better than everyone else. This method creates above-average characters. They won't be perfect, but the odds are that even their worst ability scores will be average or better. More scores push into the exceptional range (15 and greater). It is easy for a player to create a character of any class and race.
Method V Disadvantages: Like other methods that allow deliberate arrangement of ability scores, this one takes some time. It also creates a tendency toward "super" characters. Unless you have a considerable amount of experience as a DM, however, beware of extremely powerful characters. They are much more difficult to challenge and control than characters of moderate power. On the plus side, their chance for survival at lower levels is better than "ordinary" characters. (See "Super Characters," below, for more on this subject.) One last point about method V: High ability scores are less exciting under this method, since they are much more common.
Method VI (points plus dice):
This gives players more control over their characters than the other methods. A points system makes it quite likely that a player can get the character he wants--or at least the class and race. However, in doing so the player must make some serious compromises. It is unlikely that his dice are going to be good enough to make every score as high as he would like. In all likelihood, only one or two ability scores will be exceptional, and miserable dice rolling could lower this even further. The player must carefully weigh the pros and cons of his choices when creating the character.
Method VI Disadvantages: This method works best for experienced players. Players who are not familiar with the different character classes and races have a hard time making the necessary (and difficult) decisions.
So there has always been generous ways to create characters.