Aurum Vale is about the least offensive example of a "different" dungeon design as you could possibly get, though. Past the very first room, it's basically any other standard dungeon. Hell, the first room is basically just the formulaic corridor with a good handful more optional mobs condensed into one room, and the ones you do end up fighting out of necessity equate to fewer total than what the modern dungeon's corridors contain. The main reason people abhor it is because that first room can be a death trap for newbies.

People don't hate dungeon design, they hate having to account for other players. It's like having to deal with traffic on the road; someone is so conditioned to just find it frustrating, even in a case where it isn't. Even the idea of players having differing goals in a dungeon sends people into "Well everyone will hate it! Nobody wants it!" chant, even if all people want is a breakaway from the [mob pack > wall > mob pack > boss > repeat x2] design that has become so frustratingly formulaic.