I looked at the link, but how exactly do you see this in 5th Edition? Some of the article is also misleading, so it's not an all-about AD&D article really, just the point of view of the author of the article.
The key points that apply to 5:
Rulings, not rules
simple mechanics, more description.
Go ahead and try, the worst that happens is it fails.
The Player Skill not Character skill doesn't apply nearly so well, but it's also delusionally ignoring that character skill has been around since 1975, and formal skill systems since 1976 (albeit for thieves only, in Supplement 1, Greyhawk), and is just as old school a way to deal with things... In practice, it was "few specialized skills, just attribute tests"...
5E does make a nod that way, tho', by making all skills just attribute tests, possibly adding proficiency. Which, by the way, is actually closer to how the advice in the early issues of the Dragon suggests dealing with things.
The Old School approach to actions:
A - is it something Anyone can do? If yes, say yes
B - is it beyond the character's possibility? If no, say no
C - assign a check against an attribute, and roll them dice.
You'll see that process (but not that particular wording) in a lot of the second generation of games. Games like Palladium, Starships & Spacemen, Tunnels and Trolls, RuneQuest...