Cap'n Kobold
Hero
I find that combat isn't the top option even in modern games. The "Combat-as-War" aesthetic worked in early D&D, where sneaking into a humanoid encampment and killing them all in their sleep in order to loot them was regarded as laudable and actively encouraged.This comes back to the old combat-as-war vs combat-as-sport debate. I (and others, I think) am approaching this from a very C-as-W perspective, where combat probably shouldn't be option 1 or even option 2 or 3 because combat is where the greatest risk lies.
Nowadays, adventures are based less on the gaining of loot/XP and more on plot objectives. Parties will often try to talk it out with antagonists if they can, which does open them up to more risk if things go bad. The idea that a player might consider "sacrificing a party member or two" as acceptable so their character will survive is also pretty rare in modern play.
An awful lot of those early edition hazards are just instant death if you make a mistake - and "mistake" can often mean "not rolling high on a d20". Later editions allow for more learning experiences, where you have a chance to recover from just a single mistake. - death is a consequence of multiple bad rolls when no mitigating actions are taken, or severe mistakes.For some of us, "gotcha" is sometimes a feature rather than a bug. Danger awaits around every corner and sometimes you don't - or can't - see it coming.