aramis erak
Legend
Because it's not the wrong tool. It's a tool that can hit the parts of dungeon crawling many of us care about.It isn't that you could not figure out a way to do OSR dungeon crawling in Daggerheart. It is that it is the wrong tool for the job, so why bother?
See, the most important thing about a dungeon, both by my read, and by the advice in many rulebooks, is the forced sequencing, and limited choices of movement. This makes a dungeon a great environment for easy GMing. You can pace encounters. You can gate encounters.
The second most important element is the lack of ability to see... at least without special abilities.
A distant third is critters that don't want you in there, at least not unless you're spitted and over the fire (or their cultural equivalent)...
Oh, and many people have played node based adventures over the decades... look up Zork, Collossal Caves, Planetfall... or any other Infocom text adventures. They're node based. It's where I really learned that detailed maps are not needed for fun dungeon crawls.
A dungeon frame simply needs to note that players don't get to define new locations within a given dungeon. Sure, they can add new dungeons... but when they do, the GM gets time to develop them.