Most games, I am 100% homebrew. I don't buy the adventures, it works better to me to come up with ideas rather than mine then. Mind you, back in the 80s and 90s I ran or at least read a lot of modules as well as adventures in Dragon and later Dungeon magazine - this was a progression to get where I am.
When I was teaching D&D to my kids, niece and nephew, it was mostly homebrew but I ran one adventure off of DMsguild with a preface it was from there so the players knew beforehand, so they could experience some other adventure design/pacing/feel.
EDIT: I also play D&D with DMs who don't have always have the time for homebrew, so not reading any adventures leaves them open for them to run.
I'm currently running Vaesen, which is 19th century Scandinavian horror/mystery RPG, and as horror is something I'm not strong at, plus a new system I wanted to get a feel for how they wanted to run it, so I picked up two highly recommended adventures to learn and to run.