Sure and now that we are done critiquing each others grammar and word usage, how about we talk about the actual issue.
Many people, like me, don't like the idea of an infinite number of random monsters wandering around with no rhyme or reason.
Well, I thought we
were talking about the issue. The reason the words you're using matter is because you're not using them to mean the same thing that most people in the D&D community mean, at least in talking about wandering monsters vis-a-vis random encounters. That makes it hard to come to an understanding.
Onward! I'll repeat something I said in the post you quoted: the "infinite number of random monsters wandering around with no rhyme or reason" is a total strawman. That is not how they've traditionally been employed; in fact, I even quoted from a pretty damn definitive source, the 1e DMG, to give you a specific and concrete example. Nor has the "no rhyme or reason" thing typically been the case, though I'll grant that less well-designed dungeons sometimes do use them this way; but I've also seen poorly-designed dungeons that mishandle just about everything an adventure could contain, from denying player agency to horribly unbalanced treasure, but those are- I think, and I could be wrong- exceptions rather than the rule.
See, it's not infinite, except for Jester's unique "trap" sort of concept (which was never used, to my knowledge, in any module for D&D ever),
If you're referring to my referencing landslides and spooky noises, actually, they are both specific examples from 1e modules.
The landslide appears as a random wilderness encounter in S4, in the wilderness exploration section of the dungeon. The spooky noises appear in L1, and I think they are in the dungeon level of Bone Hill itself but would have to go back and find it to be absolutely certain.
Even if they were presented that way in 1E in 2E and beyond they were not, even throughout the 5E packets they are presented as 'infinite' spawn randomness.
That's certainly not my reading of them, but I'll admit that I may have skimmed the section in question. Still, I'd bet a dollar that you will find nothing suggesting such a thing in the 5e playtest rules.
As to other editions- no. No, they are not presented as infinite spawn randomness, at least not outside the context of a randomized or huge environment.
3e DMG said:
Monsters Encountered
In a sprawling, random dungeon, you can simply use the random dungeon encounter tables... In a smaller or special dungeon, make your own random encounter tables.
The entries on a customized wandering monster table can indicate individual monsters or groups of monsters rather than kind of monsters. For example, the entry "Large monstrous scorpion" could mean a particular scorpion that lives in this dungeon rather than a random scorpion from an idefinitely large population of similar scorpions.
Even 4e, which comes much closer to endorsing your endless random hordes, says this:
4e DMG said:
You can choose monsters at random, but you can create more interesting and flavorful encounters by working with a theme, such as aberrant monsters or evil cultists.
In addition, as you yourself noted, 4e adventures tend to use random encounters as patrols or the like and in limited number. So I just don't think your assertion of how random encounters work stands.
There is nothing realistic about an infinite number of monsters inhabiting an area and never dwindling in numbers.
Your REPEATED assertion.
They do appear to just pop into existence especially if you've already cleared a dungeon (minus a room or two) and are on your way out. Even if you haven't cleared a dungeon out, you start to wonder how 342 goblins or kobolds manage to live in such a cramped space, they must sleep in stacks, and woe to the character that finds their restroom.
Several people have addressed this, including me. Again, to repeat what I posted above, clearing a safe zone is a long-standing D&D tradition. It goes way back. Even so, certain random encounters, such as bugs, rats, etc, make sense even in many cleared zones.
What got me was you would end up with weird monsters like cave fishers that are only dangerous when they set an ambush being encountered in a long hallway with no nooks and crannies to hide in, or you would encounter some sky worshiping clerics deep underground. The randomness meant you would get something weird that didn't make sense like drow running around on the surface with all their gear burning up in the sun (they did that in early editions).
Those sound like some great examples of misusing random encounters to the extent that I have to question what sort of dm wouldn't adjust the results on the fly. Did you make them up, or are they examples from modules, Dungeon adventures or something else that was published?
Now if you want random encounters I have no problem with them being included as long as they tell everyone the pitfalls of them and when they might come off as unrealistic or immersion breaking...
I have nothing against a discussion about how to use them- which every edition has had (although in fairness, I didn't bother to look in 2e, since you were talking post-2e).