The reason I think I like dungeon crawls, despite my self-proclaimed status as a "sophisticated RPer" -- is that the goal -- or at least a goal -- is usually very clear in dungeons. In less restrictive venues -- wilderness, city, intrigue -- the goal can be extremely hard to spot and extremely hard to hang on to once it's been spotted.
Many people say, "Well, the best games are those in which players choose and follow their own goals." To a limited extent, I agree with that ... as a DM, I'm willing to grant my players a small amount of individual attention for personal subplots and the like.
But I cannot stand those games in which everyone does their own thing for huge chunks of time, while everybody else sits around bored. Note that I'm not complaining about unfair distribution of the DM's attention ... I don't care if I get my allocated hour-fifteen of a five-hour session. I'm there to play a group activity, not an individual activity with a rotating audience.
Anyway, that problem rarely occurs in dungeon crawls, which is why I like them.