Majoru Oakheart
Adventurer
Well, most adventures at the time simply had an "overland random encounter table" that said to roll on it X number of times per day depending on how dangerous the area was. We had DMs who followed written adventures precisely and used them as inspiration for their own adventures when they wrote them.That is an incredibly boring way to handle overland travel. You might as well bypass all that and get right to the dungeon.
Which meant, on average we fought 1-2 encounters a day with a possibility of 1 non-combat encounter a day that didn't require spells to pass. After 3 or 4 random encounters, DMs would stop rolling for the rest of the voyage to prevent the entire story from being bogged down by unrelated encounters.
See above. We mostly didn't want random encounters to get in the way of whatever storyline we were on. I remember one time we had to travel for 3 weeks to warn the king of the impending invasion of his country. The DM wanted the feeling of traveling through dangerous lands so wanted to run a couple of random monster encounters but didn't want the entire session to end without the roleplaying portion with the king.Or, you can do an actual hexcrawl, with the possibility of interesting encounters (violent or non-violent,)exploration, adventure sites, ruins, side-treks, villages, flying witches, environmental hazards, etc., etc.
So, even if we found a side trek or something else we'd likely bypass it since we were in a rush to get where we were going.