Slightly refined suggestion.
Level 1:
*You have 1 dp per level
*you regain 1 dp at the beginning of your turn
*As a bonus action, you can spend 1dp to dash or dodge. 2 for both.
*Unarmed savings throws (grapple, shove) are based on Dex
All other dp costs double.
I thought we were trying to make monks better, not much, much worse. You've added more finicky resource management to allow them to spend the resources the same as now, except we can combine dash and dodge for double the cost (why would you want to combine dash and dodge? Are you staying and fighting, or running away?). And then you've doubled the cost of everything else...so effectively halved the amount of resources monks have...but then they regenerate 1 DP per round so they can flurry of blows every other round?
I don't think you're being serious. I'm not engaging further. These arguments about monks not being weak because they can kite with a ranged weapon or occasionally move fast aren't worth wasting further time on. If you think monk is in great shape, fair enough. Everyone is welcome to their opinion. I'll just point out that the very broad consensus of players since 2014 has been that monks are not very good, which seems to be something that designers should want to correct.
You can't please everyone. But I think as a designer you want the broad consensus for every class to be "pretty good." It seems very apparent that monks are not close to that status as of yet. I'm not making proposals that I think will make monks amazing; I just want them to be more capable of the design niche for which they are clearly intended: highly mobile striker. I think for that you need two things to happen: reliable mobility, and relatively high on demand melee offence, balanced against relatively weaker defence.
Right now, the relatively weaker defence is baked into the monk with a d8 hit die and lower AC. Those are always in play for the monk. But they have to choose between offence or mobility, and both are limited by a scarce resource until at least the upper-mid tier of play (level 7 or so). So you have a class that is sometimes hard hitting, sometimes fast, but always fragile. That is a really hard niche to operate within.
The rogue has a very similar niche, except that their speed/maneuverability and offence are always switched on, to compensate for their fragility, and they can use both in the same turn, since their extra offence (sneak attack) is linked to their action (and can be used at range, giving them yet more flexibility), while their speed/maneuverability (cunning action) comes from their bonus action. Synergy! Plus, expertise gives them more out of combat utility, typically as a scout. They make sense. Monks don't.