I like dungeons, not as the sole feature of a campaign, but as an integral, even central, part of it. Dungeons are a great place to place your main conflicts because they are a space where the party can exert all the main pillars of play: of course you can have combat, but you can also have social encounters, specially if playing with factions, and exploration is the main component of a dungeon (and I dare to say, the only part where "exploration" really works on 5e).
Although, a campaign constituted only by dungeons is a bit boring, at least to me (both as DM and as player). What I like to do is use them sparingly, usually as the point of culmination of conflicts that started outside of it. For example, the party reaches a town and seeks out rumors, taking knowledge of a mysterious chain of murder. Maybe because there's a reward, some personal reason or pure curiosity, they try to solve the case. The clues they find lead to a number of suspects, until they find the culprit, a retainer of a noble house. Upon bringing him to justice, they discover the noble family is involved with the crimes, and maybe even are some sort of cult. Now the party has to infiltrate the family's villa and uncover the real reasons behind the murders. There we have, a dungeon!