Red Hand of Doom (3e), Reavers of Harkenworld and Madness at Gardmoore Abbey (both 4e) are all adventures that don't feel linear. Examples of the opposite are the 4e adventures H1, H2, H3 and P1 which I felt where linear slugfests.And they must be very confident about their optional rules, races and classes. I would not be surprised if the most "min-max friendly" classes and sub-classes are NOT in Basic D&D.
As for the adventures being that great... Well, I'm somewhat skeptical. Most commercial adventures I read and played (with few exceptions), whatever the editor, where a succession of linear static dungeons. More often that Dungeons & Dragons, it has been Rail & Road.
If WotC is able to publish non linear (or seemingly non linear) adventures where dungeons are not an endless succession of 10 ft wide corridors, traps, doors and monster waiting to be slaughtered while the PC recover from their 15 minutes adventure's day, I would be happy to buy them. Very happy. If it's combined with a lighter ruleset, a convincing "bounded accuracy" and a flater power progression, it may be the best thing ever to happen to D&D. But that's a lot of "if".
I really hope WotC releases lots of adventures that aren't part of a adventure path. These often feels very railroady by their nature (you need a specific main outcome to be able to continue on the next adventure).