I've got a view on this: it's analytical and genealogical.
Classic D&D is, at its core, a game of puzzle-solving. At the start of the game, the GM has all the information (in the form of the map and the key), and the players have almost none (perhaps some rumours, not all of which they can rely on). Over the course of play, the players acquire more and more of that information - by moving through the dungeon and mapping it, by listening at doors, by using detection/scrying magic, by judiciously opening doors etc. They can then exploit this information to plan and undertake dungeon raids, in the way that Gygax describes in his PHB.
In classic D&D play, the most important categories of action are movement, listening/looking/detecting/scrying, fighting, and talking. Movement only requires mechanical resolution in special cases (eg climbing, perhaps some balancing, etc) and the resolution of that (i) follows common sense (eg unsuccessful climbing can lead to falling) and (ii) has as its more significant consequence that the movement doesn't occur, and hence the PC is not in the place that the player wanted them to be such that they could do whatever the thing is that the player wanted them to do (eg open a door).