...
The only real difference is that an improvised weapon is totally and utterly never ever worth using, while these are. Given that, we could say that the original improvised weapon rules are the failure.
Or, given that people should
want to use real weapons, they are a roaring success. People only use improvised weapons when circumstances force them to.
Here we are asking, practically begging, for DM/Player communication disasters. You see, the effectiveness of chandelier dropping depends linearly on how cool your DM thinks chandelier dropping is. Either the DM or the player might say:
even a large chandelier, especially merely dropping a modest way under the effect of gravity, unaimed, should be less scary than a strong guy with a short short sword. So damage circa 1d3, with crappy to-hits. On the other hand, that chandelier is still supported by a chain, so don't even start talking until you do 10 or 20 damage to the chain.
If the other one is expecting something like as described up-thread, someone is going to be very unhappy. Worse, a DM could run a module with it, play it straight, and then revert to less effective chandeliers elsewhere.
Playing "DM-may-I" got old really early in 1e. I'd rather not see it return.