Not specifically about dungeon crawling, but just about trying to figure out the solution to any problem that the GM presents. Such an approach isn’t limited to dungeon crawling, though it is of course a core part of it as you say.
But I think it’s a core part of a significant amount of play of all types.
I'm not so sure.
There's a type of play where the GM sets up a challenge, and has a
preferred solution. The GM knows the "right" way to get around the challenge. They may allow other solutions, but there's one way that the GM knows ahead of time will work. It is up to the players to find it.
This is
not a core to all types of play.
As an example - the
Atomic Robo RPG (Fate-based, also based on the Atomic Robo comic). The PCs are generally Action Scientists, going out to handle weird stuff that happens - giant ants marching on the town, rogue AIs, sentient fungus coming to take over the world, the ghost of Thomas Edison come to wreak revenge, and so on.
There is a subsystem for the players to figure out any Weird Science stuff. But, in so doing, they are
NOT figuring out what the GM had in mind. The GM, very specifically
doesn't have anything in mind. The GM said there were giant ants. The GM
did not pick out any particular vulnerabilities, or have any idea how the ants work. That's for the players to decide. The players
make up what will work, using a little sub-game, and whatever they come up with is the answer, and will have mechanical impact.