Right, people liked Scarlet Monastery so they went off the deep end and made EVERY dungeon like Scarlet Monastery. Sprawling dungeons aren't really all that fun as instanced content anyway though. Sebilis and Chardok were great because it took effort to get to and hold a camp, and if you were successful in getting to the deepest parts of the dungeon you were rewarded for your time and effort (usually). That sense of accomplishment and satisfaction are withdrawn from instanced content. BRD was cool and designed well, but nobody ever really cleared the entire thing. You'd skip as much of it as you could to get to the bosses that dropped your item.
If you can kill, zone out, reset, and kill again that's what people are going to do and designing a sprawling dungeon only makes that process more tedious (aka annoying). TBC moved to winged dungeons because that's what people wanted. I'd love a good dungeon crawl but you can't really make it work in an instanced world.