I am not sure I understand the question.
I'm going to comment on an example, the TSCP engine. TSCP has a very simple time control management.
When TSCP plays a time control such as x moves in y minutes and the time control is repeated, TSCP does not know how many moves are left for time control, so what it does is divide the time that remains between 30 moves that it think that are left for the end of the game (or in this case this will be valid until the next check control). This means that TSCP does not optimize time well with this control, in movement 39 for example if it has 1 minute of time left, it will divide it by 30 and take only 2 seconds to make this play so important. Time management is not optimized but there will be no lost games for time or other problems.
When TSCP plays games in which there is no play control, but you have to play all the moves in a certain time with either increase or not, TSCP will simply divide the time left between 30 moves that are supposed to be left for the game over. If there is no increase in time, it is possible that TSCP in blitz will end up losing time games in around 150-200 plays (other engines with better management too). If there is an increase in time, for example of 1 second or more, we have to take into account, that after moving, Winboard automatically adds this time to the time it sends to the remaining time the engine, which by dividing by 30 and always making a Increase it is possible for TSCP to retain about 30 seconds in your watch during the whole game, something that other engines may hurry more. Perhaps the optimization of time control is not the best, but this does not cause problems in games.
Popochin has the same time management as TSCP. I don't know other engines, but I have used some engines successfully in a time control with increment 2 + 2.
Averno, Betsabé, Bruja (maybe some lost for time), Cecir, ChessKISS, Popochin, Rataaeroespacial.
Here a small list with 2 + 2 time control:
https://sites.google.com/site/motoresde ... spanos/elo