I no longer run big dungeons like I did in the past. Most of my dungeons are based around the Five Room Dungeon concept.
Here's a quick overview:
https://roleplayingtips.com/rptn/rpt156-6-methods-making-dungeons-interesting/
It's not five literal rooms, but rather five concepts to put in that give you a fun and varied experience without it becoming a grind.
Room 1: Entrance And Guardian
Room 2: Puzzle Or Roleplaying Challenge
Room 3: Red Herring
Room 4: Climax, Big Battle Or Conflict
Room 5: Plot Twist
While these aren't linear, I believe in making character choices meaningful. Having to work through a section of "do you go left or right" without any context or meaning isn't what fires up my table - they'd rather "you explore this wing, full of broken down rooms filled with the remains of furniture savaged by time and little else. The dust however shows recent tracks of large claw marks and the pungent smell of ammonia permeates many of the rooms."
Showing these aren't literal rooms, a "room 2" might be a whole maze, but instead of asking direction I instead have the players narrate how they are getting through it and then run it a bit like a skill challenge but also taking into account other resources used (spells, etc.) and strategies (right-hand rule, chalk marks, etc.) to give them a roll to determine how many hazards/encounters they will end up encountering on their way through.
From a length perspective, I usually plan about 3 (weeknight) session for this, 4 if there's moral decisions to be made as my group can have a wonderful hour-long debate on what is the right things to do. (They once ambushed a group that was working at cross purposes to them but not evil, defeated them, then spent the rest of the session debating what to do, ultimately letting them go but taking their supplies so they would be delayed and telling them that they let the druids know about them who might come to kill them.)