I can't comment on PF or PF2, but I've been successfully running dungeon crawls in 5E with relative ease. I took the "travel activities" and made a few modifications for use in site based locations, rather than overland travel. I stole the idea of exploration turns from older editions, eventually deciding upon 1 minute exploration turns (yes, there are a
lot of turns per dungeon, unlike the old 10 minute turns).
Most exploration turns are going to be used for travel, and at the start of the dungeon I have each character give me a default travel activity for this (they can change it if desired, but that's pretty rare). When something happens other than traveling or combat, each character gives me an activity they're doing during it. This is most commonly examining doors, searching rooms, and dealing with traps, but this encompasses anything outside of simply moving and combat. Combat is, of course, already covered by other rules, and takes up a minimum of 1 exploration turn (I usually add an equal number of turns afterwards to rest).
The exploration turns largely rely on passive checks, where I roll against the characters' passive score. This keeps things moving along quickly, with me occasionally needing to make a roll before giving a description of events. It's not particularly rules light or heavy, as I do require the players to track resources and I track time for random encounter checks (which I roll in advance of the session, making it hard to tell what's random and what's planned).
Of course you need light rules for dungeon crawling. Otherwise, how do you know when the torches run out?
While you jest, based on the title I had assumed this was another thread about the vision rules.