Anyway rambling. I find the official adventures are meant to be conquered (and 5E and it's power fantasy complement this). Anyone else find this to be true most of the time?
The problem with (official) 5e's design is that it wants to serve not just two masters, but three.
First, it wants to serve the ultra-lethal, ultra-risky old school play, where a single mistake is deadly, combat is fast and scary, and the only real route to consistent success is to never actually "play by the rules"--a combat that happens at a time you weren't at least partially prepared for is
already a loss, even if you manage to survive.
Second, it wants to serve something in the direction of 3e (and very,
very,
very limitedly 4e), where combat is an exciting challenge, a test of wills and acumen between foes, where mastery is rewarded with victory. Losing a combat is because you
played badly, and you generally get the chance to retreat and fight another day.
Third, it wants to serve something in the direction of
Dragonlance, where combat is a secondary concern to the personal, emotional, narrative journey of the characters involved, where you "lose a fight" only because you
betrayed your ethos, and characters are given significant protection against unexpected death.
You might,
possibly, be able to make the second and third compatible, since they can effectively act as non-overlapping magisteria, each one mostly staying in its "lane." #2 covers the processes and consequences within combat, #3 covers those outside it. Making #1 compatible with either of the other two is...well, I don't know if it's
impossible, but it's gonna be really gorram hard, and 5e has settled on a compromise that often doesn't please the fans of any of these things--simply based on the recurrent complaints.
Folks who want #1 are annoyed at how barebones the survivability stuff is, and how quickly characters become
not crazy-ultra-fragile. Folks who want #2 are annoyed at how every monster is a dull fat sack of HP with little value beyond how hard it can hit or whether it can use a SoD/SoS effect on the party. Folks who want #3 are annoyed at how swingy and lethal the system is, and to a lesser extent things like money having little to no value due to the designers' (initial) opposition to having any form of magic item purchases.