The defacto is still Hipnotic rotating entities (Scourge of Armagon).
It sucks, of course. Maybe it was an illusion to think that you could teach an old horse new tricks. There is not really a request from the mappers (there isn't even a "the mappers") for a hipnotic substitute. Quite the contrary - the popular mapper toolkit Quoth kinda cemented the status of the hipnotic way as the default.
I still wish I could have some qc code, general engine support, and map compiler support for "normal" (ie Half-Life etc) rotating brushes. I can't do that myself atm because I already hit my limit with the Remake Quake thing. My plate is more than full :-/
As with many problems, the root of it is that most people actually using rotating doors (ie mappers) don't see the problem with the existing solution; thus, there is no pressure to fix it. You know, "it has been like this for 12 years" and all that.
To put it bluntly, there is not enough innovation in Quake. It is incredibly limiting to have to do stuff the way it was done in 1997, yet most people think that's fine. Darkplaces is halfway innovative, but map compiler support for origin brushes is nonexistent, the most popular map compiler doesn't even support colored light FFS... most engines don't support CSQC even though example implementations exist... I think there are even some engines without support for colored light. There are several different ways to specify fog, to give another example. Creating assets is also unnecessarily hard. The technical side of Quake is largely a disaster, really, hence most mappers for example use the lowest common denominator.
13 years after Scourge of Armagon, its rotating doors are still the standard across Quake as a whole. Speaks volumes, doesn't it.