I think 5e has done oakyish job in eliminating or at least limiting such things, but there are some that have slipped through the cracks. I hope the 5.5 update will address these.
It did not put back as many as I expected.
(A mistake D&D made up-front, I think, was to use a wargame, Chainmail, for combat, which was, as wargames tend to be, fairly abstract, and then, when adding it's own combat system, went very abstract with AC & hp & relatively long rounds - which was all to the good for a playable game, really (try GURPS sometime) - but, then take a different approach with other aspects of the game. Like, outside of combat, early D&D was often little more than player-described actions and DM adjudication, and, of course, spells and items being one-off and quite detailed/concrete. SoDs and the like were an aspect of that.)
3e took that to a place of rocket tag, ultimately, and 4e swung away from that (but didn't completely eliminate it).
5e did well not to swing back towards 3e & the classic game even more than it did. I suppose SoDs were particularly notorious in 3e, so remained a consideration.
It does still have some hp-bypassing mechanics, tho, that could be problematic - but are mostly ignored, I think. Exhaustion, is an odd one, for instance. It was pretty out there back in the day, IIRC, too.