Most WotC adventures tend to fail by presenting a large dungeon and then just calling it a complete adventure. Which was fine back in early 1st Edition days, but doesn't fly now. Dungeons are nice, and it's rare to even see a Pathfinder module without a crawl somewhere, but they're not the be-all-end-all and there needs to be more than just a series of interconnected encounters with a veneer of a plot.
This blog really emphasises some of the problems with the first couple 4e adventures:
http://elevenfootpole.blogspot.ca/
These are pretty emblematic of the design problems that started with 4e and are still somewhat around now.
So
Keep on the Shadowfell and
Thunderspire Labyrinth I guess. I'm pretty down on
Ghosts of Dragonspear Castle and the
Dreams of Red Wizards for having no idea how an ending works. And both GoDSC and the Tyranny of Dragons adventures fail from a basic plotting, in that they're focused around the bad guys gathering parts of a magic item, so to "win" the PCs just need to get one and hide it real well.
I also haven't heard great things about the "adventure path" series of modules that launched 3e. I hear the first two were good and after that they got so-so. I know
Expedition to Castle Ravenloft was well received (I have problems with it though) and
Red Hand of Doom was beloved. Other than that, I can't think of many adventures off the top of my head. Most of the 3e/4e adventures were fairly forgettable.
--edit--
And then I found this:
http://www.enworld.org/forum/showth...-Adventures-and-Locations-(Winners-Announced)
36 adventures, with 7 or 8 receiving better than mixed results. That's a 22% success rating.