Regarding early 4e adventures, I suspect that the 4e design team fell victim to emergent play drift.
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I think it's generally accepted that 4e's strengths are set-piece Encounters, and related to that is a strong affinity (relative to other D&D editions, at least) for scene-framing. My suspicion, though, is that this was not an explicit goal of the designers. I suspect the designers saw themselves not as redesigning D&D from the ground up, but fixing issues people had with 3e. Thus, from their POV, they still expected the game to be played roughly as it always had. KotS reflected this expectation. Dungeoncrawling is staple of D&D, particularly low-levels. Here's a dungeon to crawl in. And if you liked that kind of thing, it more or less worked at low levels. Particularly if enjoyed mixing it up with dungeon denizens.
But as characters go up in level, this starts to get out of hand.
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So a great many players who would go on to be 4e's biggest fans perceived a more effective way to play the game. Ratchet up the abstractness for a more narrative, drama kind of play. A chase doesn't depend on movement rates, it's a Skill Challenge. Ditto a fight with lower-level enemies. Don't worry about time keeping and enforcing "short rests" to recover Encounter powers, just move from scene to scene. Save your combats for those Encounters where you can really give full play to the 4e combat system: multiple kinds of enemies, varying terrain, etc.
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Thus, folks who weren't interested or engaged with this playstyle soon ran into a rut with 4e, and this led to the calls of "not D&D", while at the same time you have 4e folks saying, "Mearls never understood 4e, and his adventures for it prove it." In a sense, both were right. Mearls and the others on the design team intended for the game to be playable in ways it always had been. And for low to mid Heroic, it could be. Once you got to upper Heroic and Paragon, though, you either left the game or adjusted to play to the elements that turned out to be its strengths. Eventually the folks at WotC clued in on this as well, which is why later 4e improved.
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KotS is pretty much a note for note homage to B2, with more background and story. It even has wandering monsters and denizens that move from one encounter area to another. If you like a tension-filled dungeoncrawl, it's fine, if not particularly inspired. But if you want set-piece encounters that have narrative weight, yeah, it's going to suck.