Instead of this, old fashioned industries should have much worse productivity than a modern one, so it is up to you, to decide to feed and preserve such vintage facility or shift resources to the better one. Lower productivity is also more comfortable for early game stage.
That's somewhat part of my thought process. When I found and figured out how to utilize JGR's Patch Pack, the possibility of having multiple "countries" opened up in a way that makes the challenge more realistic. I could have a central continent where technology just moves along but a far-reaching part of the world lags, for whatever reason. This idea actually came from a real-world example I studied in college (Albania) that I've tried to simulate within the limits of OpenTTD. Just for fun, but at the same time, what McZapkie says clicks with me.
If NewGRFs could do this, OpenTTD industries could simply be ignored. Not the most elegant scenario, but we work within the boundaries we are given. For me, it's certainly created enough interest to start reading about how the whole thing works at a more technical level, and I've discovered it's not as intimidating as I thought. Could lead to something down the road.
P.S.: This idea really gained steam in my thoughts when I read leifbk's thread about ships and RVs carrying a game from 1700 through 2050. I very much enjoy the fictional historical stories of growth. Dave's Albion sparked that interest some time ago.