Luckily, Gary Gygax had games going back at least to H.G. Wells upon which D&D rules were based. Because there was no desire to slaughter "sacred cows" that worked, in many cases Gygax was using game principles that had been tested for decades or longer. Hence the way AC works prior to 3e.
Also, Hussar, while it is true that Gygax & co. had intentions as to how the game would be played, their intentions were far less restrictive than those of the 4e designers, and their game far less restrictive than that of the 4e design. Tight "balance" of the 4e type can only occur by restricting emergent choices that would otherwise throw that "balance" off.
RC
So, RC, when you repeatedly argue that PC's should never gain all the treasure in an adventure, that random encounters should always be used to limit resting time, that magic should be limited and difficult to find, that creating new magic items should be virtually impossible (or at least as difficult as the DM wants to make it), that worlds should be humanocentric and pulp fantasy - you're not arguing that 1e limits play choices?
I can't speak to 4e, never played it and don't really care. Even if 4e is more restrictive, that doesn't make 1e open and free. The rules can be extremely restrictive - ask anyone who's ever played a druid or a monk or a paladin or any demi-human that didn't choose an unlimited level limit.
In other words, for your version of emergent balance to exist, all the initial elements must be very similar. If they aren't then a particular emergent property won't occur. If you change DMing styles then you will not achieve balance.
4e, from what I can see, balances without the intervention of the DM. The DM can unbalance the system (probably in a similar way to 3e - by reinterpreting rules without understanding why those rules existed in the first place) but, if the DM runs the rules as written, the game will be balanced.
3e had issues, particularly at higher levels, but, for the most part allowed you to run a very large number of different campaigns with vastly different dming styles, all without becoming a train wreck. The plethora of variant d20 systems shows how rubust d20 was for running all sorts of different D&D style campaigns.
I don't think the same can be said of AD&D. It contained far too many presumptions on how your world would look. Departing from those assumptions resulted in massive problems as evidenced by the tome sized binders of house rules out there.