But again, dungeons aren't suppose to be making bad players good. That's the player's responsibility. We've seen with guildhests that you can specifically design encounters as tutorials and people will still herpaderp through it, mashing esc through all the windows and not reading text. Designing dungeons to help people learn, besides being extremely boring for passably decent players, will just do the same thing as guildhests (nothing). And for the players who might be able to learn from those types of experiences, we already have guildhests. You're putting way too heavy of a burden on dungeon design if you want them to correct bad players.
Also that pull was manageable in Lost City when it was released if folks played right.