Bethesda really can't win.
Community a few months ago: "Man I really hope they don't heap a bunch of overpowered weapons in dungeons- I don't want to be handed the best sword in the game from the first dungeon I find!"
Community today: "I hate there are no unique items in dungeons, it's just the same old crap"
Hello.
Next time, I'll advise you to READ the first post to know what the thread is ACTUALLY about, rather than just copy'n'pasting something that is completely off the point.
I must be disregarding it because of how ill-defined, vague, subjective, and based off my personal experience with the game, wrong, it is then.
You're ignoring the fact that you're totally wrong. If what you said is true, why am I finding multiple paths, and forts with 5+ doors to different areas of the fort?
Just stop and give it up. You can keep typing but it'll continue to be wrong.
Well, give me the positions on the map about these non-linear dungeons then, so that I can at least get some variety.
I don't know how you guys are finding the dungeons "Vastly superior" to Oblivion. These dungeons are HARDLY varied.
They're all basically the same. A bunch of corridors with the same traps and draugr, then a few catacombs with restless draugr that will awaken and try to kill you, followed by narrower corridors with restless draugr standing in the corners, waiting for you to pass, and then a big room with a casket in the middle that strong draugr will come out, and a Dragon Word wall will be right after the casket.
Woo hoo!
These dungeons just don't do it for me. Get quest, run dungeon, turn quest in ... Meh. They are pretty, just no meat.
Those are closer to what I've experienced.
I'm probably in the minority on this, but I actually miss the huge, sprawling dungeons of Daggerfall. One could get lost in a single dungeon for an hour or more and it would feel like a big accomplishment when finding the quest objective and then subsequently the exit. Of course some of the downsides were the repetitiveness of the textures in those dungeons and the extremely small ratio of loot and monsters to the dungeon size.
I would love to have a few of these MASSIVE dungeons too, as they made for a terrifying and epci experience.
But having every (or even most) dungeons being SO big and labyrinthine would be quite excessive. Just like dragons, those massive dungeons would be best served in very sparse quantity, unless they become really overdone and lose their "special" appeal.
I'd like a more... middle-ground situation

But I'd like to see the death of all the linear dungeons (natural caves being a simple room or short tunnel doesn't count, because that's pretty logical).
Yes, there is still room to improve, but it is a HUGE step up from Oblivion. If you can't see that you haven't been to the right dungeons yet.
That's what I hoped when posting the thread first, but doing six more "one tunnel only" dungeons thereafter seriously dented my motivation.
I DO take note of all suggestions made in the thread though (Markath, Blackreach, bandit cave near Solitude, etc.) and I'll be sure to have a look at them.
But several other answers are all about how "unique" the dungeons feel because they have some happenance of hand-made "set-up" (the bandits exploring the ruins of the first MQ dungeon for example, or the "special foes" in the quest of becoming a Companion), hence not talking about the linearity (and hence boredom) which is my main gripe.
There is probably a few that are non-linear (probably among the suggestions I was given), but when I see people saying that they did 50 or 100 dungeons and not two of them feels similar... it's pretty obvious they and I have vastly different criteria about what makes us feel like a dungeon is repetitive. Linearity is a huge killer for me, ESPECIALLY in a game that is ALL about free-roaming like TES are.
Yeah I remember the guy that was caught in a spiderweb. I also remember I had absolutely no other way than through him, so it's not like I had any more choice in the matter than when looking at a cinematic... So I can see that some people see them as "unique", but for me they just blend together into a boring paste of passively walking forward a railroaded path, just waking (a little bit) to kill some foes that appear very predictably.