So, there seems to be a few common misunderstandings here and there:

First off, people keep bringing up that folks will speedrun it anyway and... that's fine? I don't hate speedrunners. Being able to speedrun a dungeon is a mark of good play in my opinion. The point is to add variety in the things players do, not necessarily slow them down (albeit that's likely to happen as a side effect, hence the increased rewards). Granted, any puzzle elements should likely be randomized so players actually have to think for a second rather than always know "Oh yeah it's the 2nd door from the right", so more like Diabolos' doors rather than Quarn's tombs.

Secondly, people are bringing up how increased rewards aren't likely to be enough incentive because people skip chests as it is, but when I said increased rewards I meant things that the player goes into the dungeon for in the first place. Ideally, clearing optional objectives would reward gear, tomestones, and light, such that players who are able to swiftly adapt to the variety of tasks they are asked to perform can farm them more effectively than they can in typical faceroll dungeons.