I know this is a weird thing to say about a system named DUNGEONS and Dragons, but I never felt that 4E lent itself particularly well to the Dungeon Crawl format. A good crawl has a feeling of progressive doom to it, and that website nailed it. With players running 2-3 (or more) "characters" - which were really only characters in the loosest of senses, being more like a squad-based system - and your squad suffering progressive degredation and members dying, tension could ratchet up. Would you ever be able to escape the dungeon? What was lurking behind the next corner? Your fighter opened the door thoughtlessly and had boiling oil poured on his head, now he's dead, lucky Mark still has his fighter so you guys aren't screwed, etc.
4E prefers a smaller number of encounters, all of which matter quite a lot. I mean I'm fairly certain DMG 2 said just narrate your way past curb stomp battles - if your players are ambushed by bandits on the road at level 13, it's an opportunity for roleplaying not a chance to actually fight some bandits (who might have been a threat back at, like, level 1 or 2).
4E prefers a smaller number of encounters, all of which matter quite a lot. I mean I'm fairly certain DMG 2 said just narrate your way past curb stomp battles - if your players are ambushed by bandits on the road at level 13, it's an opportunity for roleplaying not a chance to actually fight some bandits (who might have been a threat back at, like, level 1 or 2).