It really reads a lot like those threads trying to curb speedrunning.

The "mechanics" themselves aren't particularly interesting, ignoring aggro means a bit more unavoidable/non-interactive damage going out, which is irrelevant outside of large pulls because healers can easily lolerase it (Heck, you can do dungeons without a tank entirely already!) and a pack bonus is also irrelevant outside of large pulls. You might as well put highly damaging Miasma all over the dungeon that clears bit by bit as you do packs. Or, simply put up a good, ole fashioned wall. All of these things ultimately achieve the same purpose.

Personally, I don't really find that fun. If they were to add more mechanics to dungeons, I'd rather they work with AoEs and safe-zones, tethers, gazes, special platforms and the like.
Though honestly... tank and spank is pretty much the defining gameplay of a trinity game, the epitome of the role setup, so I don't see an issue in keeping dungeons tailored to that either.