One of them was unburdened by any thought of freeing stuff, and relied entirely on the application exiting for cleanup. This was very convenient to work with, and never ended up posing an issue.
Another used a series of allocation arenas, where certain arenas would be cleared at certain points in the compiler pipeline. This made for both speedy alloc/freeing and avoided leaks, since you weren't at risk of "forgetting" a data structure. It was also a major headache to keep track of exactly what the longest lifetime of a long-lived datastructure might be, and to pick an arena that won't be cleared in the meantime. Unfortunately the programs compiled with this compiler were large enough that we certainly couldn't have gotten away with just leaking memory; we sometimes OOMed as-is!
The third used standard C++ memory management. This compiler was quite simple, and the vast majority of its data used stack-based lifetimes. For a more complex compiler this would've become a headache.
I think that all of these compilers chose the correct allocation strategy for what they were doing. "Good practices" aren't as universal as we might like to believe, they depend entirely on the context in which a tool is designed to operate. And yes, we can guard to some extent against that context changing, but for the most part that's why we keep getting paid.