Agreed, for the most part. Over-use of deadlines gets old real fast, from both sides of the screen.I think the big learning between Gary's time and our is the discovery that RPG as a medium is strong enough to support suspense without relying on time pressure. This might be most easily seen in computer RPGs, where time constraints has been almost completely abolished. Just interacting with the world can be made fun enough. And with the freedom RPGs offer, time limits often feeling like an unwanted constraint to what you can do and explore.
Time as a motivator to keep things moving is not really needed, as there are other motivators that still is strong. This as opposed to tactical wargames where the best move without any time constraints might indeed be to put both armies on their own easily defendable hill, and just stand there. Wargames didn't have the same alure of seeing what's behind the next door, or how the story will progress. Hence it was easy to underestimate how powerfull these would be.
That said, I maintain that tracking time is vital even when there isn't a deadline involved. Sure you can explore all you want, but how long does that take and what's happened elsewhere in the meantime?
Even more important if one embraces the resource-management side of the game.