I think, and I could be wrong here, but I think both of those are 1.0 dungeons that the 2.0 team kept. I have noticed that dungeons like Cutter's Cry (another 1.0 dungeon I think) are more "open" and have a lot more optional, branching paths, but they take longer to run. So I think the 2.0 team's philosophy is to try to imitate that open environment, because if you think like in Cutter's and Dzmeal Darkhold, people usually just run the content in a straight line anyways, without the optional rooms. So I think the dev team decided "Well, let's make it look like there's an optional path here, but not actually add one, because who is going to walk down that path anyways?"
The mindset is great for the efficiency-minded gamer, but I agree that it does take away some of the polish and life of the environment of a dungeon. I would like to see some dungeon branching inspired by T2; you may kill the first dungeon boss, and then have to choose between two for the second boss, and your decision changes the final leg of the dungeon and final boss. Also I don't think it would hurt to add back in the little flavor bits like in Cutter's, traveling via sand pits, or the random dragons swooping down in SV, or heck even just the doors from DD. Just like something that feels like the dungeon is interacting with you, and you're interacting with it, instead of just the sterile feeling of being a chess piece on a board.