The favorite campaign that my players have given me feedback on was the Keys to the Golden Vault. It had the right mix of combat, roleplaying and exploring the various enviroments to pull off the heists. Everyone liked that it was not as "rail-roady" as many published adventures; there was room for improvised solutions. One or two of the heists were solved without direct combat (in one they somehow tricked one NPC to start a fight with another, and with that distraction were able to snatch the maguffin-the majority of the session was role-playing attempts to get information, exploring the environs and noting strengths, weaknesses etc).
The other popular campaign was a Daggerheart campaign. They had no problem with the narrative and collaborative nature of the campaign. When I asked one of the players "you see someone familiar in the bar-who is it?" they replied that it was the thief that had taken them in when they were a street urchin, and I wove that into the story by making that NPC a spy for BBEG, and ultimately a archnemis for that player.
My personal favorite campaign in the modern era (I have been playing since '76) that I played in was a Adventurer league path that one of my players ran to give me a break from being the forever DM that was set in Waterdeep at the same time as Waterdeep Dragon Heist came out, and we played it from first all the way to Level 20--the only time I have ever done that.