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I think FGG has a basic philosophy of game design that goes back to the beginning of D&D.
In the early days it was more a game of exploration and discovery rather than a game of stories and logic. I know that sometimes those old adventures did not make a lot of sense with placement of monsters, and sometimes it was distracting.
But the essence of a game of exploration can make for an amazing game. My group has a mix of those who started with 1st edition, and those that started with 3rd edition. Those that started with 1st edition get the Lost Lands in a way that the later starters don't quite get the same way.
What I really like about all the work is that it is such a sandbox. Unlike an AP it does not matter if the group abandons an adventure to do something else.
My group was just doing Barakas, and the jumped right into the caves in the hills. They ran into trouble, and needed to go back to town to actually survive (almost lost half the party), and when they got the help they needed, which took most of their money, they were asked if they could do a task for the local priest. They decided they would take up that task and they got on the road. I doubt they will ever make it back to Endhome from there. It is a very long trek to do what the priest asked them, and it will likely take three or four game sessions to get there. I cannot see them then heading back that 2000 or so miles to continue in Endhome. At that stage they may go onto Tsar or who knows where. It kind of doesn't matter where, there is adventure everywhere.
About Barakas I would say that mostly things hold together, in the actual caves and dungeons of Barakas there are areas where there are related creatures, like a group of Hobgoblins in several rooms, or goblins, or ratfolk. And at the same time a room or two can have something totally unrelated to the creatures around them.