I've always preferred read-aloud text simply because it makes it explicit what the module designer expects the PCs to immediately know (or not know).
I remember playing a few adventures for AD&D or BD&D that did not have read-aloud text, and module authors were infuriatingly obtuse about the order to present information to the DM. Often they'd have three paragraphs about things in the room, then in the last couple sentences say, "But the PCs are unaware of any of this because..." or, "However, at the moment the room is barren, as all the equipment has been removed to room C23." or "The doorway to the eastern passageway is concealed behind a bookcase."
Like in my play group it's now a routine joke that any time there's an inscribed circle in a large room that it's a big pit to hell. Because there was a module with a gigantic room (~100' square) where the center of the room was an ~80 ft diameter illusory wall on the floor covering a portal to the Nine Hells. The room entry didn't mention that the illusory wall until the very last sentence of the last paragraph of the room entry, which spilled onto the next page.
So I like read-aloud text because authors are complete idiots sometimes, and the structure of read-aloud text forces them to think about how a DM is going to present the room to the PCs, rather than just about what challenges or functions the room has.