Sure. How about a 1d100 roll. On a 1-100 you automatically die, on any other result you succeed...
*(just joking)
How did it work in past games? Do you have a sample of the old mechanics?
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It was a bizarre rule specific to dragons, you had to declare at the start that your intent was to subdue the dragon, and your chances of success increased as you did more subdual damage. I never saw it in action.
Old school dragons also had unique progression (amonst monsters) - they had fixed hit dice, but hatchlings got assigned 1 hit point per die, and ancient dragons got the full 8 points.
Dragon subdual is an example of the bolt-on minigame with its own separate rules, typical of 1e and 2e games. To answer the OP, I'd say a clear "no" to having this in published rules. The few gamers who remember it fondly, and who also for some reason have upgraded to 5E rather than have a retro night with their original books and almost-spherical-with-use D20s - well, they can just go ahead and add it back in at the table. Everyone else can happily use whatever generic subdual opttions come with the core game.
Perhaps there's an argument for a "retro-" module with all the old school minigame goodies bundled up for an evening of nostalgia?