Unless there's an actual ticking clock and the players care about that ticking clock, yes they can. There's effectively infinite food, water, light, and other resources for PCs so those will almost never be an issue. Depending on how you read the resting rules and combat, getting attacked while trying to rest effectively doesn't matter. Then there's things like Leomund's Tiny Hut, the genie lock's vessel, etc so getting a long rest is guaranteed. So none of those things matter. Leomund's Tiny Hut is a ritual so even if you're not taking a long rest, if the referee is enforcing the one long rest per 24 hours thing, the PCs can simply sit in their indestructible bunker and wait. So time is irrelevant unless the referee pushes time as a limited resource, and then only if the players actually care. In my experience, they'd rather let the entire world die in fire than go into a single easy fight with less than full power.
All of these are only true if time pressure isn't a thing. And if THAT'S true, why wouldn't, for ex., a PC convinced there is a secret door somewhere (they just can't find it) call over a friend if they can't find it. they're already looking for he secret door, a failed roll doesn't mean it is or not there, it means they see no sign of it? Who am I, as the DM, to stop them banging their head against the wall?
More importantly, if time pressure isn't a thing then dungeon crawling is a VERY different experience - the group is basically doing it for the fun of narrative exploration. And that's great, if that's what they (and the DM) want to do, but it has to be recognized that's what is going on.
Otherwise, for there to be a decent sense of tension, there has to be time pressure. That's all food, light sources, the inability to safely rest etc. really are - imposition of time pressure. If those are not a thing - the pressure has to be introduced in some other way (time clocks, random encounters etc.) otherwise you're right back to just exploring for the narrative fun of it.