These lists are always fun, because modules are such weird beasts. Module design is such a random art. There's this weird breakdown where modules that are really well designed for gaming and those that are very poorly designed for use can both get very good reviews. In a lot of cases, a module with a very linear, controlled plot is more fun to read than one designed for gaming, so they that model of design tends to get good reviews. In turn, that makes designers mimic that style.
On top of that, modules are (like I said above) maddeningly random. I might put a throw away encounter into a dungeon, say a bunch of dire rats hanging around a room. It's just there to even off the XP load and ensure that the PCs gain a level. Next door to it is the encounter with the 4th level illusionist who has this tricked out, dead clever strategy. I've put 1 gram of effort into the rat room and 10 kilos into the spellcaster encounter.
But, when the DM runs the module, the party's big, bad, 20 Strength half-orc fighter keeps rolling ones when the party tangles with the rats. In the end, the 8 Strength elf wizard wastes them with his staff. That encounter sticks out with the gaming group, and it might become the stuff of in-jokes and stories for years around the gaming table. Meanwhile, the DM overlooks one of the illusionist's spells, or the party comes up with a clever trick to completely school him, and everyone forgets that encounter because it was over in about a minute.
Anyway, that's my take on taste in adventures. Personally, it was fun going through my top choices and reflecting on how many of them were there because of all the fun I had playing or running them, as opposed to how well-written or designed they were. It was pretty eye opening to see that, aside from outright inept design, a module is only as good as the group and the DM lets it be.