To them it is, because the concept of actual, legitimate level design with flow, rising tension, environmental storytelling, loops, verticality, coherence, etc. is apparently just that uncommon in the space, despite the fact that dungeons have had shit like that since their conception. [In fact, in the retro FPS mapmaking scene, making loops is considered a low level basic ass design convention that takes zero thought or effort because it's just such a given.] Nobody imagines dungeons as an experience, composed of emotions and flow and energy. No, just a "place". They don't conceptualize it beyond the physical. Makes sense, considering their... phillistinial nature