I agree with the OP. We really should have been discussing this back when Madmole showed the first new Diersville house, before the level designers put thousands of hours into the new dungeon POIs.
It probably isn't the case, but it feels like the proliferation of the dungeon maze-like design was inspired by all the pre-A17 fourm users who were shouting "We want more content. More POIs, more looting, longer endgame. Get this update to us ASP and stop bothering with that unity update BS and overhauls". As it turns out, a house that takes longer to empty out is NOT automatically more fun.
Dungeons are a nice icing on the cake of a great game. It adds a little bit of flavor, a little bit of variety. You're playing a natural-feeling nonlinear game for hours on end, then run across a dungeon and suddenly "Wow, I'm playing a Level. This is different. This is fun". A lot of games have sudden tone shifts, like when a FPS suddenly becomes a 2D hacking puzzle minigame, and they were fun not only because they were different, but because they never let you play it long enough to get bored. With A17, the cake seems to be mostly icing, and it's kind of gross.
If all the dungeons all feel the same, then all the crawls should be wrapped up into a few massive POI instead of spread out everywhere. How would the dungeon crawl junkies feel about a nearly infinite underground complex with randomly placed modular rooms? (think minecraft strongholds)