Dude, you can't just cherrypick some quotes from some sources.
Did you read you links? They are your sources. I can quote them further. For example:
"By later standards (the mid-’80s and beyond), the Caves of Chaos seem almost like a videogame, in that there is no story behind the caves’ inhabitants, no over-arching motivations behind the priest in the evil shrine… they’re all just there, sitting in their rooms, as if obligingly awaiting D&D adventurers who want to fight them, take their treasure, and gain experience points." - The Busybody
"To this day their is a copy of this module among my collection of books and
while I don’t think its a particularly extraordinary module even for its time, what it lacked as a module, it made up in the purity of its D&D’ness." - Gamer's Dungeon
It's not necessarily just me saying, "It's not all that." It's the same authors you are citing. One of them picks "Morricks Mansion" as the #1 module of all time. I've never even heard of it, despite a collection of 50 or so adventures on my shelf and very wide exposure to the literature of gaming. For all I know, it is the best module of all time. But given it's obscurity how many top 10 lists do you think it shows up on, and how unfairly do you think it is excluded simple because of its low exposure? How many of these list composers do you think have played it? How well do you think a module like that does on a survey? As for me having trouble acknowledging things, how about you acknowledge that even among the writer's that ranked it highly, there is wide agreement that the module isn't all that, and that they are self-admittedly ranking it highly in large part for reasons of nostalgia, familiarity and historical importance.
There is widespread agreement by the authors of the links that you listed that while the module isn't very good, it's place in history is cemented by its early role as the game's introductory module. Yes, there is also agreement by these same authors that the module is laudably open-ended and that DMs and players can make of it what they will, but one thing that we've also seen discussed in this thread is that you can say pretty much the same of any module. As I recall, there is a DM on this board that ran the DL modules as an open ended sandbox naval campaign. We've seen DMs in this thread discuss reimagining X2, something another DM insisted wasn't something you can't do. So I argue, that the justification for this module being considered great is nostalgia, and the weak excuse that the module can be repurposed and expanded and fleshed out is simply justifying both the nostalgia and what people did with the module over time as, for nostalgia reasons, they returned to it as a go to pivot in their sandboxed games. There is little to nothing that makes B2 particularly easier to flesh out than other modules, and in fact I'd suggest in many ways it is harder to flesh out because unlike a module like B4 or B5 or L1 or T1, there are fundamental problems with the structure of the module that need to be addressed before you can expand upon it. (For example, as written, the monsters are besieging each other and soon should have a Stalingrad like death toll even if you just left them to their own devices.)
I think [MENTION=6588]pogre[/MENTION] is more on to something when he declares that: "It's always about diving in and killing monsters. It's just a fun dungeon crawl."
That I can agree with. I think it plays pretty well as a kick the door down dungeon crawl, which is how it was played by me and my players back in the days I could have been cast as Mike from "Stranger Things". What it doesn't do is provide an easy structure to expand on, or provide a good template for expanding on. It doesn't lend itself to other gaming aesthetics easily, and while I agree an experienced DM could add or enhance other aesthetics of play using B2 as a base, I could say that about literally every other module including laughably bad efforts like N2: "The Forest Oracle". These extraordinary stories about play involving B2 say more about the DM than they do about the text of B2.
You don't have to like it or enjoy it; that's cool; it's probably a good idea to try and understand why other people think it's good...
I think I have. And the citations you provided only reinforced my beliefs as to why other people think it is good: early exposure, historical importance, forced them to use their imagination, nostalgia and "a good dungeon crawl".
If S1 didn't exist and you published it today to modern publishing standards, say the S1 adaptations for 3e or 5e were the first time it was ever published, it would be hailed as a good module - maybe even a classic, certainly something that had accomplished something few other modules had accomplished. Even the intellectual property in S1 has been highly influential, with the mysterious figure of Aceserak proving to be the most popular passive NPC probably of all time. If you tried to publish B2 today to modern publishing standards, it most likely wouldn't even get accepted for publication. It's not particularly remarkable except for its age, its mass exposure, and the fact that so many DMs and groups cut their teeth on it. And there is really no good reason to make it a starting point of your play today except nostalgia, which is ultimately what this thread was about - is it really worth it to put in the effort to adapt B2 to modern mature play styles with their multiple aesthetics of play, coherent setting, and so forth.
And I would say, "No." There are just much better choices available, and unlike back in the early 1980's when access to material was really limited, there is no reason to be stuck with this module just because it's the only thing you got.