Right now, there is a wonderful discussion of old Ravenloft adventures going on
here, and it's a vastly different opinion than what you're suggesting here. Specifically, the fact many of those Ravenloft adventures are absolute railroads with the PCs having little agency, lots of prescripted things that just happen because the plot demands (IE: NPCs die and that cannot be stopped by anything the PCs do) and a fair amount of "this character's actions don't make any sense" all crammed together to make an adventure that is a great read, but a terrible play-through. Suffice to say, there is a lot of discussion about how to fix or at least make sense of those adventures, and much of it is tantamount to "take the basic idea and write around it".
Those old modules wavered in quality all over the place. For every Ravenloft, there is a
Forest Oracle. I can't count how many 2nd edition modules effectively played themselves and the PCs only existed to move the plot along. There were a lot of salvaged modules only made good by a good DM and some clever writing. This has been true for decades, regardless of if the module is published by TSR, WotC, Goodman, Paizo, or any other company.