If I'm retelling correctly, each area was designed by somebody different, with no major handholding of overall theme beyond basic plot-line, I guess to allow timely delivery. While this sounds bad as it suggest a disjointed result, it actually worked really well for this game as each area provides little chunks of originality, each feeling like a fresh adventure and each showing a different aspect of how RPGs can be cool.
The Ice Temple that's been mentioned, for example, has lots of non-combat options to solve its level-quest. One small area has respawning mobs, like a Diablo level. One area is one big puzzle you need to solve before passing forward, while another area has a traditional puzzle which allows entry to it's main area. Dorn's Deep starts to have an almost Steam-Punk vibe to the area design and is were you can find a really cool plot-twist. Kuldahar itself is memorable for it's quite unique design and one of the best musical tracks in computer game history. I could say lots more, but you still have enjoy combat, and particularly set-piece combat, to actually enjoy the game to take enjoyment from such things.