You're focusing on the fiction, not on the process of play.I'm just hard pressed to see a particular distinction between "The whole session is going to be about penetrating this building, avoiding traps and alarms, fighting things when we must (but it'd be ideal if we could avoid that), doing what we came to do and picking up any side valuables along the way" as distinct from a dungeon crawl unless the latter has to mean its freeform to you, and that describes any number of Shadowrun missions.
Just to give one illustration of the point: it's impossible to detail the contents of a corporate building in an adventure key; and their are no conventions that establish where the key info/clue/<whatever> is to be found in the building (eg it could be a bit of paper under a paperweight, or a file on a computer, or a memory card discarded in a bin, or . . . ).
Whereas a dungeon in the classic sense works (in part) because the salient contents of the location can all be detailed in the key, and therefore the play can centre the players and GM directly intuiting the fiction. And the salience of the salient contents is the product of conventions about how architecture and furniture in a dungeon feature in play.
EDIT because I saw this:
Right, so this highlights the scene-framing rules that govern a dungeon crawl: they're based around (i) where the players tell the GM their PCs are moving on the map, and (ii) the actions the players declare around opening portals, which are among the most salient features of the architecture and furniture.The one thing you probably won't see in a cyberpunk game is the somewhat traditional (but often kind of dumb) completely independent problems, which might make what you're talking about a problem. Basically, the first time you trigger a real alarm or encounter, unless you can find a way to spoof the situation you're now on the clock to finish what you want to do and get out before everything the place has to deploy comes after you; you're not going to get "Well you've fought with the ogres but the trolls on the other side of the area neither know nor care". I'm not sure that seems likely in any modern game (though it can happen in post-apocalypse games).
That's a very distinctive process of play. It's not just about the fiction. (Although the fiction of "exploring an ancient ruin" helps put a fig-leaf of verisimilitude over the process.)
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