DangerousPuhson: I have
previously written on this at length, so here is the digest-sized (one-page!) version.
Certainly, the hoary chestnut of"creative terseness" is a useful design principle. Like every principle, it turns limiting when it becomes dogma. The one-page format, in particular, is sufficient for lair-sized dungeons, but it simply does not have sufficient space to accommodate creative complexity. Either breadth or depth will have to be sacrificed. Most of the one-page dungeons I have seen are either inconsequential, or lacking in creative fibre. They are terse but not expressive. They usually have no colour, and no challenges beyond the elementary.
(I will not go into another popular strand of the same trend, which combines a fancy illustration with a bare minimum of content - these are not real adventures
per se, they are "adventure simulacra", the detritus of the
geekosphere.)
Has it been taken as gospel in some quarters? Yes. I have seen many efforts to produce one-page dungeons, or distill dungeons down to the barest bits of text, on both blogs and DriveThruRPG (I don't review them, because there is nothing to review). In most of these cases, the form defeats the function. I have seen fewer attempts to use the idea less dogmatically - as the "facing spread" style, or in - God forbid! - three-, even five-page dungeons, even though these would be a better overall concept to follow. In this sense, I see it as a creative dead end.
That said, the next issue of my zine has two mini-adventures in it, and I managed to distill one into a one-pager with a bit of juggling. Here are the results, for your convenience (see attachment). I think it is neat and playable. But I also think it is limited by the format. It is a side dish, not a full course. You will come away hungry if this is all there is on the table.