I agree with OP on this.

Dungeon design used to at least have some gimmicks to them, and it's not like we haven't had puzzles and player interaction in dungeons before.

Even in the very first dungeon, Sastasha, players could go and look at the piece of paper at the beginning of the dungeon to avoid fighting extra mobs by flipping the correct colored switch in the second section.

The Sunken Temple of Qarn had the side paths for extra rewards.

The Wanderer's Palace had you killing specific mobs for drops to grease up rusted contraptions while you had someone kiting the invincible Tonberry Stalker.

Even something as simple as having to find keys in the more open-floorplan of Haukke Manor.

Heck, even as recently as Shadowbringers with Saint Mocianne's Arboretum (Hard) you had the mud-covered enemies that you could shower with water to drop their damage resistance.

I totally agree, dungeon design is currently extremely lazy as we just move from set piece to set piece without anything extra for players to do. I do really hope that they take the designs from variant dungeons and make them the default experience for actual dungeons moving forward. The formula of pausing for story set-pieces without any player interaction is getting extremely stale.

Honestly, I think having the trust system in place make it challenging for them to design anything where you'd have to work together as a team, but they can still add some kind of puzzle aspect or something other than just pull pack, kill, pull pack, kill, boss, kill, rinse, repeat.