I'm the dissenting voice in the public opinion on a lot of things. Ravenloft was one of those. I played in a long-running 2nd edition Ravenloft campaign, and quite bluntly it sucked. The setup of "isolated landscape with pocket godling having total control over it" was a terrible gaming experience. The sessions basically went as follows: mists come up, group is in new area, pocket demigod of the week finds group and they get involved in its schemes as pawns, group barely escapes with its life. Lather, rinse, repeat. There was no illusion of free will, no agency, nothing to be done. And let's not forget, no option to defeat the boss, beyond stopping its schemes. We did manage to kill a few named NPC monsters and demi-lords. so there were little bits of accomplishment there, but overall it was frustrating.
Actually, it wasn't purely Ravenloft's fault. Pretty much everything that came out in the 2nd Edition era (Ravenloft, Planescape, Dark Sun, and most of all the Forgotten Realms) was dictatorial and relied on railroading the PCs to get things done. It's just that Ravenloft was perhaps the most blatant about it. And yes, I am fully aware of the conventions of various horror genres, helplessness being among them. I just don't feel it makes a good tabletop experience. I play games to escape from a reality where the monsters win and I have little option to stand against them, not to embrace it.
With all that being said, I picked up a lot of the Arthaus material for Ravenloft in the 3.0/3.5 era. It made great reference material, and I cheerfully stole from it for other games. Great monsters and crunch, but I wouldn't want to play a campaign there.