DemonSlayer
Explorer
Yes. They are a yardstick to see how much can be accomplished before being forced to rest. There's always something to do, and the constraints of the room layout make for interesting tactics.Dungeon Crawls are part of the D&D dna since the early B modules. As someone who started in 1981 with B/X, at first we were very enthousiastic about «dungeons». Kick the door, kills the monsters, take the loot. We spent many evenings and weekends dungeon crawling. That is how we learned the rules. But at some point during B4 The Lost City something happened. We were all very confused. Someone asked «why are we doing this again?» And as the DM I couldn't remember... we, as a group, couldn't remember what the mission was. We did finish B4, which had a original idea to start with but had a disappointing ending. After that when I bought a TSR modules I would read it and remove all the excess crawl and only use the essentials.
Since that day, in my own creations, I made a conscious effort to reduce underground/cavernous locations to a minimum. They are playable in a single evening and with only one level. I prefer using castles ruins, ancient druidic circles, lost towers, villages, cities, etc, as locations for adventures.
Do YOU like dungeon crawls?
Not remembering why you are there is not the dungeon crawl's fault. That requires good note taking, good recaps, and a good reason to be there. You might want to consider alternate tactics to vary it up, like diplomacy, or stealth, to help get out of the rut.
This can be done without being in a dungeon, but I have not found that DMs do this. Any place that has 6-8 encounters per day is dangerous to travel through, and would take forever, so it doesn't happen. Maybe a couple encounters per trip.