Right. The real issue with hexcrawls in AD&D is that they're not a lot of fun for most people, especially once you adopt the techniques - like spell component tracking - that are necessary to make them work.I'm not sure why you exclude 1e here. The DMG has a quite thorough write up of wilderness exploration including all the various rules and charts, explanations of all the procedures, etc. Its not as succinctly presented, and some parts are scattered in a few appendices, etc. but you can run a completely legit hexcrawl with all the resource rules, encounters, etc. all laid out nice and neat. If you stick to the letter of the encounter rules you can determine exactly what happens when there's an encounter too, at least down to the level of determining that some random encounter is 'friendly', at which point the DM will have to decide exactly what that means of course.
And yes, any party containing spell casters of more than about 9th level should be able to bypass most of the resource kind of stuff, although again if you are sticklers for rules there will instead by substituted a game of tracking material spell components, lol. Honestly, if you are a real stickler for 1e's rules, its a fairly tight game that doesn't leave too many loose ends in this regard. Its just a pain in the arse to mill through all the rules you will need to reference.
In an early foray into BW, I had three journeys.
The first involved the PCs in a vessel piloted and sailed by NPCs. So the travel was merely a backdrop to the scene-framing.
The second occurred after the PCs failed to successfully resolve the various conflicts on the NPC vessel, resulting in it sinking. They were rescued by a NPC ship (Circle-d up by one of the players). A Duel of Wits determined where that vessel dropped them - one the shores of the Bight Desert.
The travel through the Bright Desert was resolved by a series of framed scenes. The final one of these was the PCs' push north from an oasis to the Abor-Alz. This was resolved as an Orienteering check, plus each PC having to make a Forte check to see how much their Forte was taxed by thirst, hunger and heat. The Orienteering check failed, and the consequence was that when they arrived at the pool in the foothills that they were heading towards it had been fouled.
These were all easy to manage (in the various different ways that that was done) and didn't suffer from too much rules lookup or too much minutiae.
The underlying agenda of play was "story now", but Torchbearer shows how the same basic techniques could be used to support "step on up" play.