Yeah, in MoM, there were varying levels of "badness", with some variability, so you had an idea what you were getting into.
I think folks who are really into the Single-Player experience really like a strong Player-vs-Environment component to a game (this was where MoM excelled, IMHO) while folks who are really into the Multi-Player experience really like a strong Player-vs-Player component and worry that "random neutrals" can unbalance that and/or pose real problems for the AI.
I think most modern games really whimp out on the P-vs-E component.
One dynamic that was always a bit problematic to solve, whether in MoMor Warlords or Age of Wonderswas how you explored a spot like that without potentially losing your whole army. MoM spawned the "obligatory sacrificial militia" tactic to figure out what was in there, but that always seemed kind of lame to me.
On the other hand, spending 40 of your first 60 turns' production to build an army which then gets annihilated by an Efreet Lord wasn't much fun, either. There's got to be an innovative way to crack that nut (maybe something as simple as requiring units with a "Scout" ability to spend a number of turns scouting out a location, w/a greater chance that they'll be discovered before completing their mission if they check out a particularly dreadful locale?).