So I was thinking about how to break down published D&D/OSR adventure modules into categories based on how they are structured/themed. This isn't about which category is best, but about how to group them.
1) Pure dungeon crawl: This is essentially keyed locations with a scattering of monsters to fight and treasure to collect, like B1 "In Search of the Unknown". There can be background and logic to the layout, but the assumption for context is that the adventurers are there to kill the monsters and collect the treasure.
2) Dungeon mission: These are somewhat more focused location where the PCs are facing some potentially organized opposition. There can be various side encounters. I'm thinking especially of "Against the Giants" series and later. The adventure is one large location that is an active lair for a specific set of opposition to be overcome. I'm not sure if the 3E module "The Sunless Citadel" would be in this or should be split out because it has three sets of active opposition (kobolds, goblins, and the villainous druid).
3) City modules: These usually have a bunch of locations that just describe an interesting but ordinary working community. Those locations can be the scene of some different missions, like hidden gangs or cults, or secret monsters, that are dynamically run by the DM. I'm not sure what the classic city modules are, but I think of Lankhmar.
4) Tournament modules: These are somewhat more structured than pure dungeon crawl as a series of challenges to overcome - usually mixing in some puzzles, tricks, traps, and riddles. It doesn't have active opposition, but has very fixed challenge points to be judged in tournaments. There can be some taken in varying order, but they generally funnel to a common final encounter. I think of The Ghost Tower of Inverness or Egg of the Phoenix. Classic tournaments often had a point system for how players did against each challenge.
5) Dungeon story modules: I think I6 Ravenloft is the template for this. It is similar to mission in that there is a location with a bunch of opposition including active elements. It has more overlay of elements to it, though, with possible secrets to unlock and subplots to explore that go beyond just opposition to the mission.
6) Storyline modules: These are mission based, with a number of separate locations each leading to the next, and usually at least one prepared scene for each often with boxed text. I understand that the Dragonlance modules pioneered this, but I know of the style from the later Ravenloft demi-plane modules. I think of RM3 Web of Illusion as the one I'm most familiar with, but I largely avoided these.
7) Adventure path modules: This is a later development, I think, of having multiple locations that connect. Each is usually more than a scene - and can often be a small keyed dungeon. Still, each generally leads to the next in a mostly linear fashion, though there can be limited choice or variation. I think this started in 3E, but what comes to mind for me is The Lost Mine of Phandelver for 5E.
I'm sure there's more I'm skipping, of course. This is intended as a first pass for comment.