Orks as a matter of fact; back when Gazghkull still had a standard bearer (Makari) that went with him.
When and your opponent are both armed with parrying weapons the combats got pretty long. Basilisk firing twice a turn, needing at least 3 different sided dice to do armor penetration, deviation for jump packs, and shooting modifiers for cover and movement. There's more, but those are some of the bigger ones I can remember.
I played eldar throughout 2nd ed. Parrying blades did not make combat all that slow: Melee was much more vicious in 2nd ed than it is currently. Particularly if you had a 2+ WS disparity with your opponent, or had him surrounded and fighting multiple mini-combats.
Armor Pen was a bit of a pain, yes. However there just weren't that many vehicles on the table to really worry about either.
And while you had shooting modifiers (both positive and negative--most weapons were +1 or +2 to hit at short range), many weapons made armor saves all but worthless. (EG: Shuriken Catapult hits a Marine and wounds. -2 save mod on the catapult means the Marine only survives on a 5+)
Psychic phase was separate, but generally much nastier than the current psychic rules in 40k.
All in all, games still take about the same amount of time to play. People just forget things like points costs differences and changes in rules mechanics. Essentially what they did with 3rd ed+ is replace the shooting modifiers to hit with the cover save mechanic, and frankly--cover saves prolong the game a lot more than shooting modifiers ever did.
With Orks it seemed like you were relying on the ACME factor of your wargear to win games, not shooting, hand-to-hand, or psychic powers like everyone else. It might be that my experience with the game is tinted by that, but the games DID seem to take a bit longer, considering the amount of models you had on the board.