Exactly. When men were real men, women were real women, orcs were real orcs, and sheep were real scared.
In all seriousness, there may be very good modules where all of the players choices are made for them, and they proceed inexorably from one end of the adventure to the other ... but I haven't found one yet. Even
Tomb of Horrors has sufficient choice (or illusion thereof) that I don't consider it a railroad. At least, it doesn't have wandering dragon armies determining which direction the PCs go (Dragonlance) or turn the PCs into the henchmen of NPCs (Avatar series).
Good adventures certainly aren't confined to pre-1984 ... there are a number of absolutely fantastic 3E adventures from both WOTC and third party publishers. Products like Grey Citadel, Lost City of Barakus, and World's Largest Dungeon absolutely break the railroad mode and will be classics of the new golden age of D&D. There are also quite a few dogs, from WOTC and other third party publishers (Eberron trilogy, I'm looking at you).
But Quas' discussions have been about classic adventures, not later ones.