To my knowledge no private server has implemented the shared mob spawns and adjusted respawn timers.
The way shared spawns have worked since launch is: if eg. camp had 3 types of Furbolgs, they'd all share the same spawns. If you killed one on any spawn, any of the 3 types could respawn. The way all private servers work is that all different types of mobs have their own spawns and if you kill a "Furbolg Shaman" a "Furbolg Shaman" respawns in its place. This has resulted to a lot of annoyances with quests, where the quest mobs only have a couple spawns in the camp, when they're supposed to be sharing the camp's all 20 spawns.
The other is respawn timers adjusting to the number of players in the area killing the mobs. The more the players killing, the faster the mobs respawn. This has also been implemented since launch IIRC and I don't think I've noticed it on any private server. Especially annoying with a lot people camping a quest boss, say during a server launch.
Both of these work similarly for resource nodes like herbs, but I don't have any specifics on how they're supposed to work. Herbs are supposed to be a lot more random than they are on any private server regardless.
The first one always sticks out like a sore thumb and reminds your brain "This is a private server and not retail.." It would be pretty huge step for private servers to set the standard for these things.