Personally I think what missing in adventures being written today is the idea that the player can win the dungeon itself. Not just clear it out and get all the stuff but actually use the dungeon/town/tower itself.
Ahh yes ... the good ol Monty Haul days ... tho' I have a feeling the rewrites will be far more balanced nowadays ... it will be interesting to see how many players actually figure out that they can convert all or part of the modules into a base of operation after all the nasties have been cleared out.
Lets see, my group has kept the "Mysterious Tower" as a base of operations, and are leaving their options open for using the Palace of Shadows in the future (A C&C DCC).
Thinking back on it my groups frequently use places they "cleaned out" as bases of operation, even when I ran 3E for 5 years.
So my opinion is that kind of behaviour depends on the way the group plays.