The flow of in-game time seems like a relevant part of scene-framing to me, so I'm happy to keep that discussion here. A quick caveat - I'm not sure how well I'm going to explain this. And, of course, it is simply my opinion...
So, if you play a boardgame and you can take 5 actions a turn that represents a resource. What constitutes managing that resource is an understanding of what represents a turn. All the players know what a turn is, when it starts and when it ends.
But what if you don't know what constitutes a turn? I have finite resources, 5 actions, but I no longer have any idea of what I might be asked to accomplish with them. At that point I'm not managing. If my opponents can make whatever moves they like, and allow me my five moves when they like, the appearance of having five actions is an irrelevance.
So in Runequest I have 16 power. That means I start with 16 power points to spend on casting spells. I get back 4 points every 6 hours. How long is 6 hours? It's whenever the GM decides. In other words I don't get to 'manage' my points. I get to spend them while the GM uses them as a cue to manage the tension in the situation. They can relieve the tension by giving me points back or ramp up the tension by presenting a new threat.
I think a lot of what passes as 'resource management' in RPGs is similar to the RQ example. It may appear I'm making a meaningful decision about expending resources or keeping them in reserve, but in reality I do not have the information on future threats, or control over the passage of in-game time before I face those threats, required to do so. How and where I expend my resources are actually a tension and pacing mechanic for the GM. This is what I meant by resource management being an illusion if the GM controls the passage of time.
That isn't to say resource management play isn't possible. For example, I think if you play an AD&D dungeoncrawl and the group both knows and is scrupulous about using the rules - it takes x minutes to move along y feet of corridor, it takes x minutes to search z area - then players have access to the information required to manage resources. But I think in this example you couldn't say the GM is in control of time because a player searching an 10' by 10' room or moving down a 50' corridor can say how long it takes without reference to the GM. The whole group is abiding by known rules, so time is under collective authority.
I remember from the DMG that Gygax was an advocate of meticulous adherence to the tracking of time. I think it's because doing so is a fundamental requirement for resource management be meaningful.
In the interests of keeping this vaguely on topic I'll add that scene-framing, with its fluid use of time, is particularly unsuited to games aimed at testing resource management.
I hope that makes some sense.