Lyxen
Great Old One
I've found in my anecdotal experience that many of us through our house rules and home-brewery attempt to limit, negate and/or solve our perceived disassociated mechanics in any edition of D&D we play.
Some house rules are created for that purpose, but the house rules that we have used at our tables have mostly been to add precisions to the rules as published. Not only have some house rules not specifically addressed disassociated mechanics, but some house rules have probably increased disassociation, in particular when they were put in place to limit the original rules for no other reason than pure game balance.
This was for us mostly the case with AD&D, but also the case with 3e. We did not have house rules in 4e because it was actually fairly precise and inherently balanced, and we don't have house rules in 5e because the principle is completely different, basically back to "there is a DM to make rulings", and with a ruleset that is although blurry by design, still way better than what we had with AD&D.
For some 4e brought a certainly spotlight to its own mechanics, primarily because the game had been revised and thus allowed a fresh critical look at the system whereas the accepted issues and critique of prior versions of the game had been tempered by the soft memories of nostalgia and thus no need to discover a new term for an old problem. And so disassociated mechanics was coined and linked to 4e and not prior editions. It specifically called out the uniquely 4e issues and not the legacy issues like hit points, sneak attack, fireball...etc
Yes, the term was coined and linked to 4e originally but frankly, even in the original article, the Alexandrian pointed out that it was not limited to 4e. 4 years later, he actually made it more clear that, although one of the flaws of 4e for him was the amount and nature of the mechanics in this domain, disassociated mechanics are actually something present in most games, and probably all of them, as he himself says:
First, dissociated mechanics have always been part of roleplaying games. For example, character generation is almost always dissociated and that’s also true for virtually all character advancement systems, too. It’s also true for a lot of the mechanics that GMs use. (In other words, dissociated mechanics are frequently used – and accepted – in the parts of the game that aren’t about roleplaying your character.)Second, people often have reasons for playing and enjoying roleplaying games which have nothing to do with playing a role: They might be playing for tactical challenges or to tell a great story or to vicariously enjoy their character doing awesome things. Mechanics that let those players scratch their itches can be great for them, even if it means they have to temporarily stop roleplaying in order to use them. Games don’t need to be rigid in their focus.
So I will continue to use the term, because it's a good term, now well defined and without equivalent, and will I hope that 4e diehards can see the light and actually understand than, just because it was coined in a specific context, it's not finger-pointing to 4e every single time it's used.
And yes, Hit Points are very abstract, and the number of spell slots per level per day is very disassociative in 5e too. Does it prevent me from enjoying the game ? No, because it's a game, and because the mechanics support the way I like to play the game, with an intent that is not to be realistic anyway.