I thought this was an interesting video. It discusses the roots of dungeons in gaming and the role they can play in the experience. It’s a little unclear what the title is meant to be rebutting; I think what he’s getting at is that dungeons as generic points-of-interest or inoffensive treasure repositories (and players who discard them out of hand as dull or obsolete, based on that representation) are missing what makes dungeons great as a concept.
As a developer of a dungeon crawler at this very moment, I tend to agree. I love tricks, traps, and mystery; the dungeon itself should be an adversary to the player, not just a staging ground. I try not to play TOO rough (this isn’t the Tomb of Horrors), but I can’t resist mazes, riddles, and dirty tricks.