But yeah, a hand-drawn map executed with a steady hand like Dyson Logos is a real pleasure to look at. Even he is starting to switch over to digital, but is still freehanding his lines with a tablet. I think when you freehand your map, you're less likely to end up with repetitive, rectangular rooms and boring, straight corridors as well.
I find hand drawn dungeon maps to be a pain to drop onto a VTT, especially when it comes to creating the boundaries for dynamic lighting. And a lot of the quaint hand drawn maps these days are pretty shaky - I can drop pretty much any TSR map onto a VTT and make it work, but I find a lot of OSR maps need to be completely redrawn.
I used to like (and make) pretty dungeon maps with lots of details, but they take a lot of time to make and I found the players attributed too much significance what was really just set dressing. Now I like clean, simple maps that only include the sorts of details that you would bother to describe to the players in any event. I avoid white as a colour because it is too garish on screen, but other than that I keep it very simple.
One thing I like to do is take the old blue and white TSR maps, convert the blue to black, convert the white to transparent, and drop it in the VTT. Then I use a brush to paint background colours on the layer below the map image. I end up with a workable VTT map very quickly.
I tried to make borderless VTT dungeon maps a few times but found when I did that I didn't know when to stop building the level. So now I always set boundaries before I draw, generally something that can be printed legibly on a single page.