I've run "X1: The Isle of Dread" in every RPG campaign I've ever been the DM for, reskinning it to fit the setting and reworking the mechanics to fit whatever system we are playing under. I've played it under the original Basic/Expert rules it was written for, but also 3E, 3.5E, Pathfinder, Dread, Call of Cthulhu, and twice under 5E (once in Eberron, and again in my homebrew D&D campaign.)
I've done the same with other modules to a lesser extent: I've run "Keep on the Borderlands" in 3E and Pathfinder, and I've run the whole "Master of the Desert Nomads" series in both 3.5E and Call of Cthulhu.
In my experience: the B/X adventures are incredibly easy to convert to different systems. The stat blocks and descriptions have just the right amount of detail to describe what the author's intent was, so that I can handle the rest. "Hmm...I just rolled a random encounter and it's a group of rhagodessae. Heh, I haven't seen one of those in years! Let's see, it says they're giant spider-like creatures with sticky suckers on their front legs, and if it hits a creature with those legs, it gets a +2 bonus to its bite attack. Gotcha. Sounds like I can just drop in a giant spider, give it a Leg attack as a bonus action, damage = 0+Restrained, and give it Advantage on bite attacks against a restrained target. Done. Roll initiative everyone!"
(real example from the last time I ran X1.)