This was common back in the day, unfortunately, which is why I disliked D&D. It totally flies in the face of the modern OSR philosophy, however. Modern OSR play encourages GMs to telegraph danger so that players can make informed decisions. Dungeons should have multiple entrances and loops. There should be interesting things for players to interact with, not just traps and monsters. Players should be thinking creatively to overcome obstacles, but not be spending an hour of real time examining every door. It's also nice to have factions or dungeon denizens the party can roleplay with. There is definitely danger but when characters die, it should be from calculated risk taking, not just out of the blue.
I'm sure there are tables still playing the way you describe, but I don't know how common that is anymore.
Gavin Norman, Kelsey Dionne, Ben Milton, Amanda P., Brad Kerr and Yochai Gal, just to name a few off the top of my head, are fantastic sources for great OSR adventures and games. Daniel Norton of Bandit's Keep you Tube channel has a group of very heroic old school players, who avoid most combats, and felt so bad about one of their porters getting killed they spent money on resurrecting him.