I can agree that many DMs are like me - they buy more than they could ever run. Some games are aspirational ("one day, I'd love to run this game") others inspirational ("I'd like to take some ideas from this") while others are regrettable ("Why did I ever buy this?!") Sometimes I like to curl up and read an adventure, supplement, or system as someone else might read a novel - and that does have value to me. And honestly, sometimes the streamlined adventures and systems don't make for great pleasure reading. [Not to single them out, but I'm thinking of highly gamist rule books such as 4E D&D and OSR adventures with loads of random tables and bullet-point descriptions ... even though they're great to have at the table.]
However, there is a line adventure writers can walk between presenting information useful for DMs and blurring the important details to surprise the DM during the course of play. The old suggestion of "read this adventure completely before you attempt to run it" might've worked better in the days of 32-page modules than in the 200+ page campaign adventures of today.
Also, logic, common sense, relevant information are valued whether you're reading for pleasure or running a game for your friends. The best adventures can have that without at the expense of good game play. You can see this from the valuable advice on ENWorld, or the work of reviewers like
@SlyFlourish or Justin Alexander where they "improve" published adventures by plugging plot holes, connecting encounters that seem random, etc.
And I would suggest that if ENWorlders, SlyFlourish, or the Alexandrian can do it, certainly a good editorial pass from WotC could help.
Many of the official adventures I've run have glaring issues - and they're not issues that exist just to "tell a good story" or "create a memorable, magical scene." It's carelessness.