The amount of magical items that were typically given out in an AD&D published adventure was definitely more than you'll see in a typical 5e adventure, at least from my experience. The thing is AD&D placed more of an emphasis on those items for increasing a player's power. 5e puts a lot of focus on the build for determining your power level and magic items are often not really needed to be effective in combat.
That can be either good or bad, depending on your preferences.
Bingo. It's a completely different approach.
In 5e, you build the character by choice. The primary power of characters is through abilities; this is why, for example, people can "map out" characters and character builds far in advance.
AD&D wasn't like that. There was an element of serendipity- a lot of your "power" and "ability" came from magic items you acquired. So a lot of your core identity, even including weapon choice, would be changed by those items that you found.
This began to change, first with the advent of weapon specialization. Begins tugging at beard and drinking mead ... and it was all downhill from there!
