Let's see if I can articulate this in a way that gets my meaning across.
The dungeon crawl is a style of play in which tense exploration is the primary mode of play. The situation, potential dangers, routes and occupants are all mysteries to be discovered. Explicitly, you can't predict what you'll find or run into because of the nature of the dungeon crawl: the place is ancient and weird and has been occupied and abandoned a hundred times over. It's unpredictable and in some cases nonsensical.
By contrast, the heist or B&E is not an exploration of the unknown. If it is, you failed to do your research before trying to pull off the job. Of course the unexpected might occur, but that isn't the point.
Does that make sense?
It helps, but a couple things:
1. You might have a broad understanding of what you'll run into in a typical cyberpunk heist, but the unexpected not only might occur, you expect it; while you need to do your research, the other side is doing the best to keep at least some of their security below the radar, too, and some of it can't be determined at least within what's often a limited time frame.
2. Not all the things I saw in "dungeon crawls" 40 years ago were completely opaque; it was rarely the case you were the first people to stick your nose in in centuries. Yeah, you wouldn't know all the details but neither were you completely in the dark.
So at least I hope you understand why I think your definition here is
very specific, and not clear from
just the term "dungeon crawl".
That said, I'm afraid I still don't see, even when using your definition, why game system simplicity is necessary to make it work. The only way I can see that being a thing is if the GM is making it up as he goes along rather than hard coding it in advance, and frankly, that seems a bit suspect for that type of game.