It's part of the gaming thing.
And, there is no reason not to make plenty more.
But, in the end, for gaming, I found them less useful that one would expect.
A module is useful only when it delivers a story that is worthy of the time and effort. The reverse Battle Born Mission, the We stole the item from ourselves mission, heck even the Universal Translator mission are great as missions because they were going somewhere.
There are few of the D&D modules that I can think that are the same way ... White Plum Mountain comes to mind.
But, the vast majority could easily have been semi-random arrangements with the computer or clever deck routine handling the details.
Flipping encounters from a deck seemed to generate as much excitement as a map full of stuff. In the end, while is scratches the gamer OCD, it doesn't really add to "adventure".
The Blacksburg Dungeon Generator, the Salt Lake Dungeon Generator that created maps and encounters on the fly were perfect for gaming. So what if the dungeon turned back on itself ... it's a magic place for heck's sack. A good cartographer could deal with it.
Our brains don't want to live in a world that does not have an expected map of how the pieces go together ... but .. perhaps the map is more complex than we first imagine.