One of the things I miss from 1.0 was the old style of dungeon design. Multiple objectives to complete during the dungeon and branching paths made them far more interesting to go through than the current "Pull trash to door, AoE, grab key if neccessary, kill boss, repeat" method we've currently got.
That said, I also understand the reasoning behind the change: When you need to constantly spam dungeons to collect tomestones, the last thing you want is to get stuck in a dungeon that takes ages due to weird mechanics.
So, a compromise: A separate set of dungeons titled "Advanced Dungeons" that are made more in the 1.0 style. Multiple paths, multiple objectives to obtain extra chests at the end, achievements for doing weird and unusual things along the way, etc. These dungeons would NOT be placed into the duty roulette, and maybe even should require a premade party like the old coil/savage raids. To compensate, they would offer rewards at a greater rate.