You can't create a maze in which each room only has one entrance and one exit.
Most mazes have one entrance & exit , some have more than one. I have rarely seen a maze that was not one long winding path amidst many 'dead ends'... and not one with many paths leading to the end.

I'm going to assume that the dungeon (most of them) is not styled as an actual maze, but rather an outpost, mine, vault, or shelter. If it was designed for refuge, then I can see there being convenient paths to & from the various major rooms, but if security was the intent, I would expect a linear controlled path that was easily defended.

IMO only a few places besides a shelter should realistically have a trap door out at the end. It speeds gameplay sure, but the common thread with TES seems to be the attempt at realism (within context); a "live in that world" sort of experience, and realistically if you climb down a hole you usually have to come out the way you went in.

Diablo (town portals aside), had a hidden exit to the church yard cemetery ~but it was 4 or 5 levels down.
If the treasure would have been looted long ago, then the zombiemonsterdraegur would have been killed long ago.
Can't know that, and seeing as the dungeons in TES seem to repopulate every month or three... I don't buy it. However, I can easily believe the monsters returning to the warrens before I'd believe the loot did.
If you haven't played the game then you don't really have any business posting here, much less disagreeing with people with over 600 hours logged.
Knowing the series formula is enough, and technically you don't even need that to post ~(or to disagree; though it's good to mention that the comment is not based experience, just on what was seen or read or how it appears.
