One of the things that might have become apparent in reading my Dwimmermount posts is that, in any given session, there are comparatively few combats and indeed many sessions have no combats in them whatsoever. This isn't because I dislike combat or think that combat is somehow antithetical to playing D&D. Rather, it's a necessary consequence of Volume 3 of OD&D's monster distribution rules, which I've used when creating the dungeon. According to those rules, on average two-thirds of all dungeon rooms will be empty of any kind of monsters. Now, those "empty" rooms may contain treasure, tricks, traps, puzzles, or clues, but they won't (generally) have anything the characters can fight.
Over the last year and a half, I've found that this approach has had several salutary effects on the campaign. First, with fewer monsters to fight, there is less XP to be distributed, and thus character advancement is slow. As my players will tell you, it's not uncommon to go several sessions over which the characters gain no experience points. They may gain knowledge and insights, however, which is often far more valuable. Second, the focus of adventuring shifts to exploration, with combat being the spice that keeps such exploration interesting. Finally, the dungeon feels more "mysterious" -- more like an abandoned ruin than a shopping mall, which is exactly the kind of feeling I wish to evoke.
When I was younger, I don't think I ever paid much attention to the dungeon stocking rules in Moldvay, as I already "knew" how to stock a dungeon by looking to published modules as guides. The problem, unfortunately, is that a lot of published modules have more monsters than they ought to by OD&D standards. That's not to say there aren't occasions when having more than one-third of a complex's rooms be occupied isn't warranted -- a fortress, for example -- but dungeons, in the sense of being a "huge ruined pile, a vast castle built by generations of mad wizards and insane geniuses," ought to have far fewer monsters than empty rooms, at least that's the conclusion to which I've come after creating and using Dwimmermount all this time.
(And FWIW, I have issues with Moldvay's dungeon stocking rules anyway but that's a topic for another post)