A dungeon should be as much about exploration as it is combat. It can be completely linear but still have segments that don't revolve around combat - so a jumping puzzle as a 'boss' would be a great way to mix things up a bit. Just make it so that only one person needs to succeed to win the encounter and that leaves a lot of wriggle room for people who loathe anything outside of the norm/can't succeed at jumping puzzles.
