What you're looking for is a dungeon Roguelite. There's a lot of variation around what actually constitutes a Roguelite, but they often have elements of procedurally designed dungeons that reset on death/escape, and can give you permanent upgrades that you can carry over to your next run (which is what the aetherpool system does). As was pointed out earlier, you could say that Rogue was to the Mystery Dungeon series of games in Japan as Wizardry/Dungeons and Dragons was to Dragon Quest. Lufia II's Ancient Cave also was from that era, and featured an extra game mode where you could run the 99 floor dungeon with any party from the main game (if you escape back to the entrance, you only could keep items from special blue treasure chests, resetting everything else). I never played Azure Dreams, but I've heard that it feels very similar to Lufia II's Ancient Cave. You could argue that Persona 3's Tartarus is a softer example of this, replacing a hard reset with time constraints on your tower climb (The Reaper would make a great conceptual addition to a Deep Dungeon climb, though).
While there's a community within FFXIV that enjoys Deep Dungeon content, it probably isn't enough to 'extract' that element out to make a standalone game. The genre is fairly saturated nowadays, probably just behind Metroidvania for indie game dev popularity, and you need to do something particularly innovative to succeed. I think an equally useful question is to ask what lessons we could draw from all these other games to improve on the current Deep Dungeon experience?
What I'd personally like to see is something based around Nym. Instead of using a temporary levelling system, perhaps have players collect and spend a temporary resource on every run, like lamp oil, to activate devices, shut off floor debuffs (imagine a floor without any light) and obtain power-ups. Perhaps use something like the blue chest system mentioned earlier for permanent upgrades that can be used on subsequent runs. Add in a Tonberry Stalker to chase you off the level when you take too long. I like EO's introduction of optional boss mobs that provide temporary boosts. Each iteration should add something extra on top of the last.



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