I am not entirely sure if you are agreeing with me with an example, or arguing against what I said?Taking an example from Blade And Soul, the game rewards the players with speed runs if they know the dungeon layout and how to safely transverse the area with the game's windwalking, gliding and wall running. You can skip trash mobs and sections of the maps if you're knowledgeable enough to know which routes are safe, and how to maneuver that you don't aggro the gunners (which more or less one shots you). Sure you can say "people will always go for the fastest route." It's not a good excuse to withhold game design if that was the case, espesically when said fastest route has a bit of a gate behind it and isn't immediately accessible (compared to below) unless you had prior knowledge of the game/dungeon already.
Here, you speed run a dungeon by doing mass pulls, which isn't allowed by dungeon design, but the fact that most players are overgeared for the dungeon by the time it's already release and how undertuned tank damage is (espesically if healers are able to stand idle or dps). There's no sense of exploration for extra treasures; Compare Sastasha or Corn normal to Anti-hallway, the former has multiple dead ends that contains some potions or damaged gear for crafting (which are relatively strong for that level), the later has chests that are literally on a linear path and contains gear.
That said, I agree with your points, it's a weird system we have.
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