I remember starting Steading of the Hill Giant Chief, and Slave Pits of the Undercity, and Temple of Elemental Evil, and Dragons of Despair, and probably some others -- but never getting very far. I think (although offhand recollection is not impeccable) that the only modules I played through when they were fairly new were Keep on the Borderlands, Tomb of Horrors, and Judges Guild's Under the Storm Giant's Castle.
I ran Temple of the Frog (from D&D Supplement II), and In Search of the Unknown, and Judges Guild's Dark Tower, and at least used some material from When a Star Falls (IIRC, maybe another of the modules from the UK).
I'm sure there was more piecemeal use of material from modules, and from scenarios in The Dragon. The City State of the Invincible Overlord, and other such stuff aimed more at integration into a campaign than at presenting "an adventure", certainly saw a lot of use.
When there were very few modules, especially very few from TSR -- as other publishers got little, and in many years no, local retail presence in my town -- it was hard to avoid the situation of someone's having already encountered Module X. As exploration and discovery and surprise were key components of fun, repeating a scenario was not very appealing.
Then there was the well-funded fellow who owned and had read pretty much all the "classics", but (partly because of that) never actually played them!
He is a member of my current group, in which I seem to have experienced notably more of modules even in my abortive encounters.
In that group, the assumption is that a D&D game means "home-brewed" material. There are some classic modules that I would be pleased to run, but there's not much interest. There's no terribly strong objection, either, except to certain ones. It would just be a bit "odd" in that circle.