While I would personally love to see stuff like this, there are factors to consider...
One of the reasons that dungeons in this game are so mentally unchallenging is that they're intended to be run over and over and over - the first time to progress through it, and all subsequent times to help OTHERS progress through it, in exchange for Tomestones. They're built so that you can run them practically on autopilot, and easy enough that a success is virtually guaranteed, even if you have one or more newbies in the party who have no idea what to expect or to do.
Because speed and efficiency are emphasized, "story" tends to get in the way. Tam Tara (Hard) was brought up, which I agree was fabulously atmospheric, and the notes scattered throughout the dungeon were great. But how often do you see a tank slow down to let new players read those notes? The Praetorium and Castrum Meridianum were other great examples - they were VERY story rich, and the proliferation of cutscenes to tell that story generated so much strife between those who wanted to watch, and those who just wanted to get it over with so they could get their Tomestones and queue up again, that SE vowed to never do anything like them again.
You could remove all rewards for repetition - but then the problem transforms into finding a party to do the instance with, the very problem that those Tomestone rewards solved.
I have a crew that I run new content with, both easy and hard stuff, and a story-driven puzzle dungeon of this kind would be something we'd welcome with open arms. Creating such a thing, and guaranteeing that new players years down the line can still find a party for it - that's the big challenge to overcome.
Did EQ2 do anything to encourage helping new players through those dungeons? Or was it like in FFXI, where you could spend days or weeks of real-life time searching for a party to do aged content with?