Really, it seems kind of counter-intuitive to make a open-world RPG with linear dungeons.
Personally, I like mostly linear dungeons:
a] I "have to" explore every part of a dungeon. I guess it's a character flaw, but some of the 'larger dungeons' in this game almost caused me to have a nervous breakdown

If I turn left and 12 minutes later find the exit, I have to go all the way back and turn right to explore every inch that I missed. I've optimised how I do this, but it's still painful.
b] Dungeons are repetitive. With the best designer in the world, there's only so many times you can use the same room with the same mobs and remain interesting.
c] Dungeons enforce a specific gameplay type (short range combat mostly).
d] Dungeons are (or should be) claustrophobic.
I love angband/dungeons of dredmore/diablo I etc, which are nothing but single, massive, dungeon - but in an open-world game I'm perfectly happy with a large world containing linear dungeons.