"Balance" is a nebulous term, somewhat meaningless for OSR style adventures. Modern D&D (at least 3e and 4e, perhaps someone else can speak to 5e if it differs significantly) expects PCs to kick down doors and fight everything that's inside. There are tables for calculating resonable fight difficulties, and advice on how many of those PCs can handle per adventuring day. An encounter slightly below their level, a couple of encounters of their level, and an encounter of higher level will in theory sufficiently drain the PCs' resources so they can feel heroic without killing them outright.
In OSR, however, PCs are expected to do their best to avoid a fair fight. Combat tends to be short and swingy, and a party that tries to simply fight everything it comes across will quickly meet its demise. So what do recommended levels mean in an OSR adventure?
While PCs shouldn't fight everyone they meet, some fights will still happen. Maybe they get unlucky and have a random encounter they can't avoid, maybe their attempt at sneaking or lying their way past fails. Other times, PCs can weaken the enemy somehow, e.g. divert some of their forces elsewhere, but can't entirely avoid them. They fight dirty, but they still fight. Finally, some fights may be unavoidable, like a "boss fight" if the PCs actually want to beat the adventure.
The recommended level, then, is the level at which the PCs can reasonably handle stumbling face first into at least some of the enemies in the adventure, but can't expect to beat them all, either. High level parties would be bored with skeletons and goblins, low level parties wouldn't be able to handle demons no matter how cunning they are. Note that OSR adventures often include particularly dangerous enemies as well, that are usually signalled as something to avoid. There, all bets are off.
Another consideration is the amount of treasure PCs can possibly find, as this often scales with their level.