You should still be able to do this, but how to set up the configuration is different.
You can add extra "fallback" module sets to any row by using the "+" button on the right of the module specification to do what you described - if the first set has productivity modules and the current recipe/machine doesn't take them, it will try the next set.
For example, in the sample image the default module row is configured like that - it will place productivity modules in anything that accepts them, if not then it will try quality modules, and if those also don't work it will try speed modules.
You can also make a separate row with the same machines, but also with certain recipes selected, to place different modules in a machine depending on what it's crafting (e.g. if you already have max steel productivity through research, you can set steel-producing foundries to get speed modules).