My thoughts before I got to
@Mistwell post and now emphasizing it, IMO the DM matters much more than the written/drawn dungeon. And then the players can turn a good dungeon into a bad campaign or with a good DM a poor dungeon in a great campaign.
I'd say somewhere around 75% of what makes a great dungeon is the DM and players.
Accounting for the play group, I would say Undermountain, but a version heavily developed from what has ever been published. UM as published has never been more than a rough toolkit (2e) or a mediocre reenvisioning (DotMM/5E).
Ignoring the play group, since we can't really account for that, I actually liked Against the Slave Lords. You know, the part where you are thrown in the dungeon with no supplies etc. Sure, all sort of possible complaints about agency etc. But it had all the elements for me for a lot of fun (exploration, danger, creative challenges, meaningful choices). At least if I remember it correctly!