This reminded me of my first time ever playing Daggerfall shortly after its release. Privateer's Hold. I had picked Acute Hearing, so I was hearing creatures from a mile away in the dungeon and absolutely terrified of it. Even building up the courage to face that first rat behind the secret door was quite an ordeal. Then, moving up the stairs to the right and following the corridor, that fucking Imp opened the door on me and shock-blasted me to death in less than a second. The second time, I managed to skip the door without alerting the Imp to my presence and didn't return until I came upon the second door with a flight of stairs down. That sort of became my default behaviour then: skip the door until you come upon a second one and then return to it.
Depends on the game, though, on the depth of simulated systems. Is sound a concern? Is it possible to attract unwanted attention from elsewhere in a fight? (That probably eliminates 95% of all CRPGs) Are there patrols or otherwise free-moving NPCs?
In JA2 (game systems in the top 0.01%), for instance, I would leave one or two mercs (depending on their equipment and skill levels) covering the corridoor while the rest proceeded by the opposite wall, and when I came upon a door, have that merc(s) cover the entry to the door, ready to ambush any who might come out and ideally from around a corner so they could escape if need be, with another merc covering their back and then proceed down the corridor. More or less the same applied to Hidden and Dangerous 2 as well, though there weren't many tight spaces in there. Firearms change the dynamics quite a bit, I suppose.
In most party games, IE series included, I would check just a little bit ahead, not too much and then return to the door. Put melee fighters around the door to ambush potential outcomers, put ranged characters a little further back to support them, and then open the door for a quick "Hi" in case there are hostiles inside. I wouldn't be predisposed to waste AoE spells on such tight quarters where tunnelling them into a grind would be far more efficient.
Whether I would save beforehand in either type of game varies. Imposing little regrets on myself everynow and then certainly adds spice to a game.