When I want to do a dungeon crawl, which I do on occasion, it is easier to do in 5e than any other edition of the game, because 5e is easier to play than any other edition of the game. Combat still takes way too much time, but that is true of wherever it is happening.
Do I have trouble setting traps and puzzles and other "exploration" challenges in 5e? Nope. Do I have trouble building challenging combat encounters in 5e? Nope. I just don't see anything about 5e that discourages dungeon crawling at all. It's just that the game doesn't try to coerce campaigns into it like it did once upon a time, and it turns out that players and DM's aren't that into non-stop dungeon crawls when they don't have to be.
In other words, what the OP has is not a design problem, it's a player problem. I do not think
anything should be done to the game to try to coerce players into one particular way to play it, so the only solutions I would suggest to the OP are ones that would be useful in any type of game. Like shortening combat encounters.
Here is a dungeon crawl I put together recently:
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