I think it's something most DMs use eventually. Particularly I've noticed that it's almost the standard way warlock patrons communicate in 5e. Nothing wrong with it; I mean, its a literary and mythological trope for a reason, but personally I try to stay away from dreams and visions, at least as a means of conveying important information.
Mostly this is because I think players are always going to read it as the DM just handing them important information for free. Realistically, that's something DMs do all the time, by a whole host of different means, but I find the delivery method makes a big difference. I think it's because you can do anything in a dream without it having to be very logical, but for whatever, reason dreams are more likely to be read by players as a meta-statement by the DM: the equivalent of saying "you need to know this for the story, so I'm just telling you". I try to avoid that where I can.
The other reason I don't like it is based on a problem which has cropped up repeatedly in one of campaigns I play in. The DM in that campaign pretty frequently gives players very thorough, detailed dreams/visions that include plot-critical information (this is a "save the world" type campaign), and then the players have a hard time re-conveying those details to the other players. That leads to a lot of confusion and people having to go back to re-check their notes to figure out how to progress the quest.
Short version: I think dreams etc. are fine, even good, for flavor (i.e., you have "horrible nightmares after touching the eye of so-and-so"), or for information that you specifically want only one player to receive, but inadvisable if you want to use them to get information to the party at large.