Ok, I see "module", I think, "linear adventure", not simply, "event based on prep".
White Plume Mountain is a module. Tomb of Horrors is a module. Lost Caverns of Tsojcanth is a module. They all involve maps and keys, and they work on the premise that the players will, via their PCs, explore the map - that is, declare actions for their PCs that prompt the GM to reveal the initially hidden information about what the place looks like and what stuff is inside it - with the goal of getting some stuff that is hidden somewhere in the place (eg the weapons in WPM, the treasure in the tomb in ToH).
The key doesn't just detail architecture and furniture. It also details obstacles and puzzles. Some of these are creatures, but the creatures are generally obstacles to achieving the goal, rather than the goal in is own right. The obstacles/puzzles should be beatable/solvable with effort but not trivial. This is group-relative (obviously), and ToH is particularly notorious in this respect.
The GM's job is to present the stuff in the key and on the map fairly and accurately. This is also group-relative: GMing an old hand is different from GMing a neophyte, which Gygax discusses in his DMG.
For this sort of play, "fail forward" is not an applicable technique.
One interesting question is
how far does this sort of play generalise beyond classic dungeon adventures like the ones I've mentioned? I think the answer is "quite a bit". I have seen Traveller scenarios which are intended for this sort of play. And some CoC scenarios are also intended for this sort of play, except rather than using rooms and doors to "shape" the play, they use genre expectations (players
will have their PCs go to the library) and GM nudging (by way of NPCs, mysterious letters, etc).
To reiterate, play of Burning Wheel or Apocalypse World is
not like this.