I grew up on the early Sierra and Lucasarts adventure games, and even some text adventures, but even then - puzzles often felt forced and arbitrary.
"Oh, look -- another door in this dungeon is locked, but has a series of gem-shaped indentations in it! I can't wait to figure out the proper order of the gems! Hooray!"
The best puzzles were the ones integrated into the story, when Character A (whom we already care about, because of previous plot developments) needs Item B and I need to talk to Character C (whom we also already care about) and figure out that I need to use Item D with Item E at Location F to accomplish that goal.
But even then, those puzzles bordered on tedium that you simply had to endure in order to see the next bit of (often wonderfully-written) story.
It was downright schizophrenic: wonderful story, tedious puzzle, wonderful story, tedious puzzle, wonderful story, etc.