D'karr
Adventurer
My first 4e campaign was an exploratory, you-are-there 'Simulationist' campaign - Vault of Larin Karr. I ran it for I think around 20 sessions, over 2 years, I think mid 2009 to early 2011. I just don't think it worked very well. I can't even say why, exactly. The 4e mechanics didn't *stop* me running this style of play. But I know my subsequent, much more Narrativist & Dramatist, Southlands and Loudwater 4e campaigns seemed to fit the 4e game engine far, far better. I never got the 'something's wrong with this game' feeling from them (about the rules - I was not entirely happy about the lack of engagement by some of the Southlands players, so I ended it after Heroic Tier, but that wasn't a mechanical issue).
I have several groups that I run/play with. There are only 2 players from the entirety of those groups that are even remotely interested in the "Sim Exploratory Play".
I can see why an adventure such as Vault of Larin Karr would be uninteresting to most of my players, save possibly those 2. I could run that adventure with Moldvay basic, 1e, or 3.x, and they still would not enjoy it. At that point it has nothing to do with the game system and everything to do with the players expectations/wants.
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