A long time ago, I was playing EQ2. There was this volcano zone that was designed to be a dungeon crawl. It wasn't instanced. The players that pioneered the path through it - did a lot of exploring every inch of the area. In the end, the enemies that dropped loot were identified and the path was essentially the most linear line you could make from entrance to Boss #1, to #2, to #3, etc. You could skip about 75% of this dangerous area once you knew the "efficient way" to go.

With a little more gear, it was found that you could train the entire zone to Boss#1, and there was a method where a Monk could force a "feign death" on a healer. Drag everything, make sure the healer is "safely" feigning death - then allow a wipe. Healer raises everyone up. Bring a few monks to do this to multiple healers, and now you have the entire raid group back up in a few minutes pulling the first boss.

In other words, efficient paths are found... and then even more efficient methods can be found. While I'm all for more interesting dungeons, at the end of the day, players you meet in duty finder are going to wait to blitz the content as fast as possible. So, even the "interesting content" will become dull after a while since you'll just go through it the same way every time.