I've used the "virtual map" approach sometimes. Rather than drawing rooms and corridors and whatnot, I just have a number of set-piece encounters. In between these set-piece encounters, I use Survival or Search checks to represent the PCs figuring out where they are and how to proceed. It's an approach that's heavy on descriptive language, and light on squares and graph paper. The only map that appears might be a _very_ rough one showing where all the important bits are in relation to each other.
Basically mapping is something that most of us aren't that interested in anyway. The dungeon is just a big maze to be solved so we can get to the interesting bits, namely the encounters with monsters, traps or NPCs. Hence it's all abstracted away, except for the set pieces.
This probably works best for natural caverns rather than excavated dungeons, but there's no reason you couldn't use it for both.
Basically mapping is something that most of us aren't that interested in anyway. The dungeon is just a big maze to be solved so we can get to the interesting bits, namely the encounters with monsters, traps or NPCs. Hence it's all abstracted away, except for the set pieces.
This probably works best for natural caverns rather than excavated dungeons, but there's no reason you couldn't use it for both.