TES dungeons have always been too simplistic, whether they have a confusing layout with lots of paths or not, the main problem is that enemy placement and spawning isn't very well conceived to create a variety of challenge and motivate the player to consider different strategies and approaches depending on the layout and terrain. It's basically run and swing at everything you meet (or blast, shoot or whatever your style of play is). There are no obstacles that you can use for protection, or using shadows to stay hidden, chokepoints to avoid being overwhelmed or other features. Skyrim isn't worse than any other TES game in that regard, and in fact does surprise with a few dungeon battles that involves unique AI behavior that though not really that challenging, at least throws you off your game a little bit at first.
i just don't agree here. running back up a narrow tunnel - or a flight of steps to get the tactical advantage is abundant here IMO. i have found that some baddies stand out in the open, and some lurk (or nap lol) just off to the side of a door way. it seems they wont chase me very far, which can make sense since i'm supposed to be good at sneaking and such. since i'm not super hi level yet, i end up sniping a couple baddies and then usually have to haul ass as their pals come a searching. they give up and i go back at it. also: since i use destruction as my "o crap, they are on top of me", i've found the aforementioned chokepoints and stairs a nice way to hit multiple enemies and catch them with my Fus Ro (don't have to 'Do' yet) which usually gives me time to get out of doge.
morrowind dungeons were awesome, but i too got lost often. oblivion was just horrible (like fallout subways!!) - skyrim has unique looking dungeons IMO. as unique as they can be i suppose. and i like the trap door / ladder exit. who wants to run back through an empty dungeon?