"Place any treasure you wish"
It is sometimes tempting to instruct the GM to place a treasure, creature, encounter, NPC, or other element in to the adventure. "Have the Minotaur lair contain any treasure you wish." This is the road to danger! Isn't the GM free to make ANY changes they wish to the adventure? And isn't the DM free to replace all of the treasures? And all of the monsters? And the entire adventure? Which makes the value add from the designer what, exactly? The point here is that the designer is adding value by doing the work FOR the GM. Shifting the work on to the GM, through these phrases, does not align with that value.
There is a difference between a rubble-filled hallway that the design includes that allows for the DM to expand the adventure. IN this case the designer is leaving room for the DM to include their own creations and not diminishing their own work or requiring the DM to do additional work to use the product. This stands in contrast to, say, the cave the dragon holds the princess in, the object of the entire adventure, being described as "Create your own cave and place the dragon, the princess, his minions, and his treasure as you see fit."
Likewise the obligatory "you can change any of the place names in this adventure to align with your own game world." This is, of course, within the purview of the DM. Just as continuing to breathe air is in the purview of the DM, as well as a host of other things they can do. It's not necessary to point this out explicitly.
There's clearly a difference between "This hallway could link up to one of your own dungeons." and shifting the load on to the shoulders of the GM.