I've got no idea if this is the intention but if the system for the labyrinth is going be used for dungeons going forward I'd actually be okay with that but the number of traps and stuff like limiting vision need to be toned down a lot(I felt like I was playing an RPG with an extremely high random battle rate on the 4th floor) and making stuff like collecting keys made more "Zelda-like" in that you'd only use one key for one door. For example think of something like if the forest dungeon was set up this way and having a single key hidden somewhere that would allow you to enter Vili's room instead of the way it works now. And that's not to say that stuff like dark floors or areas need to be completely done away with either but make it more like a dungeon crawler where you map out the floor ingame as you explore it.
I think in general any future use that isn't explicitly a Labyrinth should be, well, not a labyrinth. Now, if this could be used, I wouldn't mind if we got some major tweaks to the system to make it more of a proper dungeon crawl. If traps were avoidable, by some combination of routes around or solutions prior to triggering them to bypass them. (You could compensate by not always showing the traps on map. Maybe have a running wis check that determines if a trap is revealed prior to the player encountering it.) Make most enemies hang out in their own rooms, with patrolling ones, and maybe, as a treat, the occasional one which will chase you if you run. You could, possibly, make a passable dungeon crawler out of it.
That said, the easier solution would still be to have dungeons be straight forward enough to navigate the old way, or completely abstract like the forest dungeon. In fact, a hypothetical grid based dungeon map would need to be really good to compensate for making seeking out specific encounters a hassle on future runs. At least by my reckoning, and what I value in the game most.