Modern adventures nothing. I've been running Night Below in 2e on and off for a few years now and I'm really getting sick of it. But I want to finish the damn thing instead of just leaving it hanging. That adventure isn't quite an AP, but it's a long campaign designed to start at level 1 and go over level 10. It doesn't help that the adventure really doesn't mesh well with the gameplay preferences that I've developed ever since I first bought it back in late 1995 or early 1996. Back then I was a new DM, and it was the biggest example of how to set up an adventure; these days I have a better understanding of how i want to run a game. Just from running this, I have no interest in running an AP of any sort, good or bad. I don't like being locked into a long adventure, and would rather shorter stuff for better variety. It's kind of a shame because there are times I'd like to try doing the old Dragonlance campaign, but DL 1-14 is pretty much "All aboard the Ansalon Express!".
I think part of the problem is simply being an adventure in the first place. In the old days they were
modules not adventures. I think I'd rather do modules. A module might not have a lot of plot, but it's more a plug and play affair. The DM can just drop it into an existing campaign, and it doesn't have bit and pieces of story all over the place clogging things up. I think a good example of an adventure that was more the classic module type was The Shattered Circle, released near the end of 2e. That was a decent sized dungeon that wasn't loaded down with plot and backstory which a DM could just drop into a world with little difficulty.
I suppose the OSR crowd releases stuff that's closer to my taste in some ways, but I've never felt all that comfortable running prewritten stuff. I always feel better running my material.
Edit: And then after posting this, i read
@Reynard 's post just above which is expressing just about the same sentiments.