this is from the first room of the 'Sample Dungeon' in the DMG:
ROTTING SACKS: There are 10 moldy sacks of flour and grain stacked here. The cloth is easily torn to reveal the contents. If all of them are opened and searched, there is a 25% probability that the last will have YELLOW MOLD in it, and handling will automatically cause it to burst and all within 10’ must save versus poison or die in 1 turn.
there are ways to begin to search things that may avoid setting off things like yellow mold - weighted ropes and poles come to mind. Toss the hooked rope onto the pile of rags and drag. That disturbs the pile a bit to reveal things that will give off spores, will probably reveal green slime, and may pull some of those rags apart for better visual inspection without undue risk.
Running in with your bare hands to root through the rags? Generally a bad idea, not a player showing much skill as a prudent/paranoid adventurer.
Good dungeon hygiene was an essential part of dungeoneering. This usually involves liberal use of 10' poles and torches, occasional use of soap and water or strong alchohol, and with back up plans of burning oil and cure disease when it becomes available. If you can't see it, don't touch it. If it looks dirty or filthy, assume its lethal to touch because it probably is. Loot can be explored in detail back at camp or town.
In Appendix N (I think it is), Gygax says that inspiration for the game came particulary from REH, Leibner, Vance and Lovecraft. Tolkien is also mentioned as a lesser figure.
I haven't read Leibner - my impression of his stories is entirely from TSR's Lankhmar materials plus second hand accounts. I've read a bit of Vance and quite a bit of Tolkien, Lovecraft and REH.
There is
some resemblance beween these suggested approaches to an AD&D dungeon - weighted ropes, poles, soap, etc - and
some of the investigative elements of Lovecraft. Even there, though, the resemblance is not that great: investigation in Lovecraft reveals secrets that humankind was not meant to know - not just whether or not a given pile of rags is yellow mould or an elven cloak.
There is no resemblance between these suggested approaches to play and the typical Conan story - Conan doesn't use 10' poles, doesn't map, grabs jewels and runs with them, and then if they transform into living creatures and try to kill him he kills them first! The Fellowship, in Moria, didn't haul out a rope and 10' pole to help investigate the Book of Mazarbul. I haven't noticed any resembance, either, in the Vance I've read, and I'd be surprised if Leibner - which by reputation is meant to be fun pulpish stuff - involves many 10' poles either, as opposed to the protagonists blundering their way into danger and then making good by liberal use of wits, charm and authorial fiat.
For me, then, the disconnect in AD&D is this: why are the classic adventures intended to produce a play experience that so little resembles what is said to be the inspirational material for the game?