I started running it with some coworkers (several new-to-5e or new-to-dnd) back before lockdown; it'd been pitched as a two-short-sessions experiment, and that's all we did. For me there were two big problems:
* Physically, the adventure layout totally failed at the table. If I recall correctly, room description & dressing was at one place in a condensed form, gameplay information was at a different place; I ended up missing lots of the descriptive detail that would have made the dungeon feel less like orcs-with-pie-in-a-room.
* Socially, half the players were happy with the intent of the adventure, but the other half wanted something much more Critical Role (?) / much less OSR-inflected.
With only 3 hours of playtime, including framing and approach, they only went a little way past the door trap - maybe as far as the first pool. I thought it was strong that they'd intended to go somewhere else, but ran across a set of tracks, decided to follow them, and ended up at TotSK, but I think some of my players felt I was railroading them / quantum ogreing them there.
That said, one of the women who'd never played D&D before was so inspired by it that she became a DM and started running her own group outside work, and I ended up with a group of happy coworkers playing online (5e dungeoncrawling through Dwimmermount) for 8 months now, so I don't feel too bad about the failures.
(I'd also played it once with my kids, who lost half the party at the pool.)