Based solely on my conversations with a small number of players from back in the day, reading older edition manuals, and (in particular) looking at the OSR movement and their efforts to essentially "build the old, anew"...yeah, I think things have changed.
But it's more a difference of degree than a difference of kind. The "old" perspective and the "new" perspective are more like points closer to opposite ends of a spectrum than they are like totally unrelated concepts. "Immersion" is still quite possible in the older perspective just in a different (and often "narrower") sense,and likewise logistics-and-campaigning is still quite possible in the newer perspective just in a different (and often "narrower") sense. My Dungeon World game, for example, often has the players doing what they can to marshal their resources and cooperate with allies to get the best results, followed by them actually conducting a plan and trying to stick with it--strong shades of the logistical stuff, albeit in a more modern lens. Yet it is a deeply character-driven game where the most important events have been driven by what an individual character chose to do at a critical moment, and the evolution of the characters as people.
I do think, early on, the emphasis was more on questions of survival, resource expenditure, and leveraging advantages in a dangerous world, becoming Greco-Roman heroes (those who do great things, whether or not those things are noble or laudable). And I do think, nowadays, the emphasis is more on questions of narrative, personality evolution, and leveraging relationships in an adventurous world, becoming heroes in the modern sense (those who fight for moral good and oppose evil, even if they fail). But you could always find shades of the latter in the former, and vice-versa.