Years later, way before the trust system, i still remember how, when i was a new player, i was wondering why i didn't get this Sastasha exploration achievement. It's by looking at the map that i did understand "oh i see, we did get in a straight line from point A to point B, and did not enter the optional rooms at all. They wanted to be out of this as soon as possible".

If even a new player who know nearly nothing of the game can figure on his first dungeon that there is a "gogogo rush rush rush" mentality in the community, the problem is rooted way deeper than you think. Having a chance that an optionnal boss can appear somewhere or getting more gils is not gonna cut it for people thinking that losing 30 seconds in a dungeon will ruin their day, while they already have millions of gils on their account.

With linear easy dungeons, SE did give the players what they want. I don't think it will change soon. If you want something a bit different, wait for the next palace of the dead. And even then you will end up in some groups rushing to the exit as quickly as possible, not caring that you want to search an optional treasure in a distant room.