Generally speaking d>3 dungeons are generally somewhere in two categories; the room puzzle and the mapping puzzle. Room puzzles are just another dungeon room with a gimmick, it can be a good interesting gimmick but its still just a static gimmick to puzzle out. The game Portal is a good example of this set up. Mapping puzzles are just node graphs with dungeon room descriptions and are generally only enjoyed by those who do actual mapping, the people who don't map or only kind of do map-lite just get annoyed that they can't get where they want to go.

What I'd love to see, but I suspect is effectively impossible in live rpgs, is a dungeon that's non-linear in time.