Yeah, don't get me wrong. Honestly would love more variance (no pun intended) to dungeons in general!I will counter with one key difference between Variants and the scenarios you mentioned. Choices and variety in Variants cause progression, whereas the examples you quoted do not, are easily ignored, and can be bulldozed through. You would free the maidens in Sastasha if you had to in order to progress, in an alternative version of the dungeon the room is vacant and you need to trigger the fight in the side room by some clever way in order to move forward.
As such, by creating variables that cannot be ignored the experience stays fresher for much longer than static routes.
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