Maure Castle has been published a couple of times over the years; I think it qualifies.
I wouldn't include Maure Castle, either. Like some of the others, it's very cool (one of my favorites), but too small and focused for repeated campaign play, in my opinion. Rob's big campaign dungeon is El Raja Key, which I don't believe has been published.
When we had the megadungeon q/a panel at North TX RPG Con, this subject came up. A lot of it depends on how you're defining your terms. If megadungeon is just a really big dungeon, then there are plenty of published examples. However, if you're talking about a campaign dungeon that supports long term repeat play, possibly with multiple PC groups, then the examples are few and far between. Also, even the term "campaign dungeon" is a little loose, because it's possible to play a perfectly good "campaign" with big "lair style" dungeons, especially if you're looking at a campaign more like an "adventure path" that takes the PCs from 1st to X level. My view of a campaign is separate from the adventure path: it's more of an ongoing setting with a timeline and such, and it can span multiple PCs' careers and include the actions of multiple groups.
So my idea of a campaign dungeon includes the concept that it should support multiple levels of play, and that it should be able to support more than one group rising through their PC levels, and that it should be large and open ended enough to support all that without becoming empty and "beaten." That means you'll need very large levels for the first few levels, especially (where there's a lot more exploration and a lot more PC attrition). You'll also need a lot of dynamism, so that sections of the dungeon can repopulate, adapt, and change as play continues. The need for these elements is one reason why I like the mythic underworld concept for these kinds of dungeons. It provides some justification for the expansiveness and the weirdness and the changeability that makes a campaign-style dungeon viable and interesting, without just throwing the ideas of ecology, purpose, and verisimilitude out the window.