Well, of course that's what I mean! What I also mean is that when the hobby was in it's relative infancy, that was the only way to play. You couldn't buy adventures that were structured differently than dungeoncrawls. Even modern and science fiction predicated games were usually dungeoncrawls. Even Middle-earth Roleplaying was structured around dungeoncrawls. That's just the way the games were played, because that's how the started, and many folks hadn't quite yet figured out how to successfully do anything else with them yet.
By now, that's not true at all. The hobby evolved to accomodate a different style of taste that was already inherent in many players. They naturally gravitated away from dungeoncrawls because they never liked dungeoncrawls that much in the first place, and these newer games/modules/style of play were like a breath of fresh air. Even in junior high in 1980 when I was playing dungeoncrawls, I was frustrated with them. That's one of the reasons I bailed on D&D as soon as White Wolf started putting games out, for instance, and only came back with 3rd edition, which --despite the "back to the dungeon" design philosophy-- was designed so I could more easily ignore the dungeon if I wanted to. Which I most certainly did.