I'd also add finding items.On "tedious" rooms: the most important resource in dungeon crawling is time, and empty or "tedious" rooms are there primarily to sap that resource. The expectation is that about half of apparently empty rooms will contain either a trap or a hidden treasure. Speeding through the empty rooms means potentially leaving a dangerous obstacle in your path on the way out (remember, traps only go off some of the time, usually a 2 in 6 chance),or missing out on treasure aka XP.
Presenting the "tedious" rooms as interesting is one of the most important skills of the dungeon crawl GM.
A lot of classic dungeon crawls do one of, or all three of: Resource Management, Resource Loss and MacGyvering Solutions. So things you might find in any room might have a use and be valuable.