The magic most likely protects the occupants
Bringing real-world physics into the discussion of magic is always risky, and your quote above specifically tells you about what's happening inside the hut: it's comfortable and dry...because magic. The likely intent of Tiny Hut is to create a safe place to spend 8 hours.
As Speedkat says below in comments, if we go by the adage of spells do what they say and no more, then there are no circumstances in which the atmosphere is anything but comfortable and dry because the spell doesn't state that there are.
The idea of ways to make it unsafe by introducing real-world physics into the equation is risky and makes the magical spell seem less powerful. This isn't a physical structure that's created that works within the physical world, it's magic. Let the magic be magical.
This doesn't mean that a DM may rule otherwise, but in general that line states that the interior is a safe place to be no matter what's happening outside of it.
In addition, the easiest counter to Tiny Hut is simply having someone able to come in to Dispel Magic on it.
Commentary: Does this make Leomund's Tiny Hut overpowered?
I do not think it does, mostly because it is very situational. In a typical combat, having at least a minute to cast the spell is highly unlikely. In a scenario where you've got time to prepare, the enemy does as well and there are several obvious ways to counter the tiny hut from a simple cast of dispel magic to treating the hut as a fortress under siege to simply ignoring it and waiting out the time. If your enemy is all camped in one location, there may be multiple other targets that are now vulnerable. Don't take the situational factor of when Tiny Hut does it's job as judgement that it's overpowered.
The use of the word "can" implies choice.
Any other time the word "can" appears in a ruling, it means that the thing is possible if you want.
Take the Combat rules for example:
On your turn, you can move a distance up to your speed and take one action.
You can forgo moving, taking an action, or doing anything at all on your turn.
You can take only one bonus action on your turn
Your turn can include a variety of flourishes that require neither your action nor your move.
You can communicate however you are able, through brief utterances and gestures, as you take your turn.
You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.
All these things are optional. You do not have to move up to your speed, but you can if you want. You do not have to forgo moving or taking an action, but you can if you want.
Note that it does not say "If you want to interact with a second object, you can use your action, it says you need to use your action. This is because there is no choice, you must use your action.
Leomund was a smart guy
Given Leomund's history, I don't think he would leave such a glaring oversight in his spell. It would make the spell largely redundant, as you could simply remove the earth under the hut and the occupants would walk through.
As shown in this article by Nerdarchy, Leomund was a smart guy. I don't really believe he would design a spell like this with such a large flaw in its design.
I would say the biggest reason Leomund is one of the famous wizards of distinction is because of his inventiveness. From the number of new spells he created to their utility in boosting the survivability of an adventure, Leomund had an answer.
I refuse to believe that such a clever and inventive Archmage would create a spell with such a simple flaw. I think he can design a working floor.
Conclusion
I would personally rule that the player can choose whether or not to pass through it, since the wording of the spell is in line with that and that would be best for my group. I also think it makes more logical sense if they are given the choice to pass through or not, since if you just passed through the bottom of the Hut, the floor is purposeless. There's no point to it if you have to phase through it and sit on the ground anyways.
TL;DR: Yes, they can pass through the floor if they want or they can
choose to not pass through the floor and collide with it if they
want.
However, I would also say that each DM should do whatever they think is the most fun for their group.
Best Answer
Given how much of the 1E and 2E period pre-dates the Internet, I doubt there'd be much actual data to base an answer off of.
I played 2E, and personally, I never treated the rules on how many people could fit as implying that it was only specific designated individuals that could enter or exit. The relevant wording describing protective capabilities in 2E was:
The spell itself is just creating a sphere around the wizard. The spell specifies how many man-sized creatures can fit in it (so there are no arguments about the precise capacity of a 15' diameter sphere, and how the slope of the sphere reduces space and the like), but those creatures are not targets of the spell (only the caster is special), and there is no indication that the ability to move through the sphere is tied to being within it at casting time, being designated by the caster, being friendly to the caster, etc. This is unlike 5E, which explicitly says:
The 2E sphere is clearly not intended as a strong protection; it's essentially an environmental shield that provides one-way visibility of the surroundings, protecting against nothing but the weather, especially at night, where you could stay warm, without drawing attention with a fire visible (potentially) for a few miles around the camp site, with your guards still able to keep watch without exposing themselves to view. You'd even get some defensive benefit from ranged attacks needing to fire blind (basically all rules for concealment and invisibility and the like describe a -4 to hit modifier for attacking blind, which isn't nothing). In a game with dangerous wilderness and a DM who would inflict more random encounters on a party that doesn't take precautions, or a game using more detailed environmental rules (e.g. like those introduced in 2E's Dark Sun setting, where environmental heat and cold effects were thoroughly quantified, and reducing the heat by 30 degrees could make the difference between life and death) this could be worth it by itself.
For folks from later editions, you might erroneously interpret "sphere of force" as being impassable by default (because "magical force" gets more strict, consistent and reused definitions in later editions), but there was no fixed concept of what constituted "(magical) force" in 2E. Very few spells referred to force at all, and when they did, the parameters for what was blocked by the force were spelled out in exhausting detail (or incorporated by reference to another spell, usually a similar spell of lower level). For example, Otiluke's Resilient Sphere's wording is:
While Wall of Force says:
Wall of Force actually describes itself primarily as "an invisible barrier", because, without some word that says "This blocks things", things are not blocked merely because the word "force" was used; a "force" can be a tingly static field, a slightly resisting membrane in the air, etc., etc., it's not (in older editions) automatically an indestructible, impermeable barrier. This is how much of older editions worked; there was very little pre-defined terminology that could be used to minimize verbosity by referring to a common, explicitly defined game term. Either the words had a plain English meaning, they got defined in place (and the DM had to adjudicate gaps in the definition), or they referenced a specific other thing for details (e.g. Otiluke's Telekinetic Sphere incorporated the base effects of Otiluke's Resilient Sphere by reference).
Basically, without the existence of 5E's overpowered Tiny Hut, there'd be no reason to suspect the 2E version was intended to restrict the movement of people, when it allows everything else save rain, dust and sand through.