Even if it were, it likely wouldn't produce the same results. Official modules have to be written too generically to bring about the kind of results I get with Exploration/Mission phases in my homebrew.
At the same time, you can apply these principals to any of the official APs, but the problem of course is that if the stakes you set up are real, then failure of a mission would mean having to homebrew material to either get the players back on the AP or veering off in another direction. Having the ability to branch and change isn't something an AP can really do well and even if it tried, it could never cover every possible scenario.
Again, if you want challenge, your players are good with an AP ending early due to TPK and you don't want to do much work, have them roll 3d6 in order or give them a starting array of 8, 9, 10, 10, 11, 12 to work with and see what happens.
Sad to say but usually most table just want high stat, high magic, powerful feat, combo and mc, and on top of that meaningful challenge. All at once!