This discussion has me thinking about two video games I've played that have a bit of an "older school" vibe to them:
Darkest Dungeon
I'm playing a lot of this at the moment. For those unfamiliar with it, it's a tactical dungeon-crawler with intricate 2D-positional combat, a dungeon-exploration gameplay layer, and a strategic roster-and-town-management gameplay layer, and the potential for very high lethality. (My first complete playthrough had a 40% mortality rate for my roster.)
In Darkest Dungeon, the characters can have up to 7 combat skills, only 4 of which are accessible at any given time. Most of these skills are usable at will, though some more powerful ones are usable a limited number of times per combat.
Overall, Darkest Dungeon leans almost entirely into at-will abilities, where the restrictions are action economy, positional considerations, and situational considerations, with the few exceptions noted.
The Iron Oath
This was in early access when I played it, so I don't really know how it's updated since.
Anyway, this has very similar combat-dungeon-overworld gameplay, but is a bit different. The characters have a few at-will abilities, but their core combat skills have a limited number of "per-day" uses (really "per dungeon" uses), with, if I recall correctly, one or two chances to recover some uses by resting in the dungeon. I daresay that this game actually handles limited-per-day ability usage better than D&D does, though perhaps in part because it's a video game - though probably also because characters don't get so many ability uses (as D&D spellcasters get spell slots) that they break the resource attrition model, and the abilities aren't so much more powerful than at-will ones that you "feel bad" using them.
It's a bit closer to D&D than is Darkest Dungeon in this respect. Certainly it leans more into limited-use abilities.
I don't know if these musings are at all useful, but maybe!