Over the past 5 years, I've took a preference to complex styled dungeons over simplistic styled dungeons and have tailored my own design to make my dungeons highly complex but with a logical structure as to not confuse the player too much (though this is not entirely easy to avoid, because that's literally the issue with complex dungeons).
However, as time goes by, and looking back at how Nintendo themselves design their dungeons, I don't think complexity is the golden standard here.
I've designed dungeons that are inspired by Isle of Rebirth, Forbidden City, and others and have just decided these types of dungeons are the golden standard to dungeon design, but the more I play quests, the more I am noticing that quests with simple dungeons are far more approachable.
Bottom line: It would seem that complex dungeons are intimidating to many people.
Now before I give anybody the wrong impression, when I say complex, I don't mean flat out stupid nonsense spammed around to appear like complexity or just dungeons that just don't flow. I'm not talking about the type of dungeon that demands stupid levels of backtracking just because "huh huh! I made complex".
But what I do mean are often dungeons that do take diverging paths, and often have multiple floors, but still tries bridge itself well, something like a very dense Metroidvania if I can make an honest comparison.
Still though, I feel as I evolve as a game designer, that I'm beginning to learn there are just many things that are considered "gaming taboos" and lots of the time I try to push against these taboos with this stubborn belief they can work if you try hard enough. I'm starting to believe complex dungeons are one of these gaming taboos, which is why people still hate them in a way.
I could be wrong, this is why I'd like to ask the community for their own input on this discussion because this for me could be one of those "Ah ha!" moments, but also one of those moments that turned everything I learned about game design over the past 5 years and flipped it upside down.