The problem is designs like that cause problems down the line.

You get the veteran who has done the puzzle/multi-path dungeon thousands of times and doesn't want to spend time exploring or solving puzzles.

You get the player who has done it a few times so the new hasn't quite worn off yet.

You get the player who is new to the dungeon and wants to explore and take their time with the puzzles.


The player in the middle will be just fine with either of the other players. But you get that veteran and that new player in the same group and then there's an issue.

That's why dungeons have shifted to just be long hallways without puzzles. Because it reduces the points of conflict within party groups.