There's a difference between "this is harder than you make it out to be" and claiming that "this is an unrealistic suggestion" by which to reach the given effect.
Consider the alternative means of reaching greater content variety without having to sync down:
- Making more dungeons, traditionally.
- Making hard mode dungeons -- which still save relatively little time, all for a much less original dungeon.
That's it.
Learning how to scale dungeons is doubtless going to have an investment cost, but doing so provides us with literal expansions worth of additional level-cap content. Rather than some dozen dungeons per expansion, we'd have, per expansion, a dozen
more. Rather than merely 2-3 of those being relevant at a time, we'd could regularly rotate through at least several.
To achieve even nearly that same effect otherwise would require we more than quadruple the rate at which we produce new dungeons. That seems the far less realistic.
At best, given that learning how to scale past content procedurally is still almost certain to be most efficient long-term solution, calling such "unrealistic" is to really just a euphemism for "shut up and take your incredibly limited grind-loop; any significant improvement is not worth pursuing."