No, I mean the "should I actually cast a spell" paralysis.
More anecdotal but outside of convention one-shots many casters would just....throw darts. There was this risk/reward logic process where casters would decide if right now was a good enough situation to use one of their precious, precious spells that they might not get back until after the adventure was complete.
This was a well known stereotype of casters. If you ever read the Knights of the Dinner Table comic, the character Brian was the stereotypical optimizer who runs numeric simulations on his characters to figure out the statistical values of any action in advance, and if the math said the long-term outcome was better to hold action and wait for more targets, he by golly would hold action and the rogue was on their own against that troll.
If you look at a lot of "old school" gaming, the whole notion of "getting rest" during an adventure is disliked by a non-trivial swath of GMs. I mean, Level Up/A5e doesn't even allow a Magnificent Mansion (an extradimensional space with an invisible, locked door that can't be picked, magic servants, plush furniture and tons of food & drink) to qualify as "Shelter" for a rest. The casters had legitimate reasons to be miserly with spells. New players who wanted to cast spells were often advised to wait until "it was worth it."