The point about gating is very much not to baby the characters, but rather to provided a sense of progression and to provide a built in series of goals that feel like actual accomplishment. A megadungeon that's just sandbox can very easily feel endless and interminable and players can get bored because despite the number of rooms explored they don't feel like they're getting anywhere. What I'm really talking about is using the physical dungeon to help add the right narrative beats to keep the game interesting. Obviously that's not the only way to include narrative beats, but it's a good one.
Regardless of exactly how it's accomplished, the narrative is as key to a megadungeon as it is to any other well run adventure - you need short and long arcs, and major and minor goals.
Regardless of exactly how it's accomplished, the narrative is as key to a megadungeon as it is to any other well run adventure - you need short and long arcs, and major and minor goals.