Nobody designs one, but I've been in the position of having bought what turned out to be linear-designed dungeon adventures and then having to go in and thrace them up a bit before running them.Why the emphasis on verbs, anyway? I mean, who designs a linear dungeon and then goes back and nonlinearificationizes it?
A2 Slavers Stockade is a prime example. The upper level looks, on first glance at the map, to have various choice points in a dendritic sort of way; until a closer look shows there's no choice points at all - it's a long but well-disguised straight line (which in hindsight I should have expected, given its origins as a tournament module). I added in a bunch of doors (some secret, some not) and that was all it took to at least give some options.
I'd like to have added in another vertical connection or two between the levels, but never got to that.