The option I would have chosen is not listed.
Where are you going to find two weeks and an instructor with which to train, inside of a dungeon?
Even if you don't need formalized instruction and down-time, you still wouldn't be able to gain a level within a dungeon, unless that dungeon was large enough to be its own city. Where does a wizard go, to practice new spells, if you don't have a relatively safe spaces in which to make camp? The fundamental assumption that allows you to gain levels by killing monsters is that you're also doing all that other stuff, but that part is off-screen. If you're trapped in a dungeon, then the assumption no longer holds.Obviously a campaign like that would omit those rules.
Even if you don't need formalized instruction and down-time, you still wouldn't be able to gain a level within a dungeon, unless that dungeon was large enough to be its own city. Where does a wizard go, to practice new spells, if you don't have a relatively safe spaces in which to make camp? The fundamental assumption that allows you to gain levels by killing monsters is that you're also doing all that other stuff, but that part is off-screen. If you're trapped in a dungeon, then the assumption no longer holds.
Not every campaign requires level advancement.
I think this really depends on the kind of dungeon we're talking about here. Is this "the PCs have been kidnapped by Baron von Hendricks and have been placed in the bowels of his personal 'Murderworld' dungeon and have to fight their way out for his amusement?" Having run that game once in the depths of history it got old after about level 4 under the old Basic/Expert D&D rules so I'd probably plan for about the same under 5e.
OTOH - if you're talking about a High Weirdness sort of dungeon where the PCs have been kidnapped from a variety of parallel universes and have to escape from something that starts as a "Cube"-like murdertrap but they slowly discover that they're actually trapped in some kind of extraplanar Hell dimension? From experience that kind of thing can be good for at least 10 levels if you do it right. (Again - Basic/Expert but probably roughly equivalent under 5e rules).
Those sound interesting, what are the names of both of those modules?
No modules - homebrew. The first was based on an idea from the supplement GAZ1 and was a lot of fun for a while but eventually there came a point where they had to reach the top of the dungeon, confront their captor, and move on to other things. The second was a campaign that was very loosely based on a series of novels called "The Dungeon" that had Philip Jose Farmer's name on it but was actually by a bunch of other authors. They never actually escaped and we never finished that campaign, but it was enjoyable as a setting for quite a while. I think now I could probably run it and finish it, but my current group is less into that kind of thing and more into high heroics.