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.
Whuh?
I'm a veteran of the Thief series - it's the game that ruined me for Morrowind. I did play Oblivion quite a bit, and later went back to MW. But Skyrim is by far the most thief-friendly of those three TES games - not just in the way Sneak works, but in dungeon layout, AI behavior, and ability to make use of the environment.
I have a thief character who found himself in a Dwemer ruin. Had to sneak past a couple bandits to get inside, and after moving down a corridor he found himself at an apparent impasse: a brightly-lit area with bandits camped out right in the middle of the room. There were some shadows around the walls and in the corners - just enough, it turned out, to hide him after he shot an arrow against a far wall as a distraction. He was able to slip past ultimately undetected.
Had I been playing a warrior or a mage type, that encounter would have gone down totally differently.
So the design *does* generally give you the opportunity to use shadows and cover, but you have to be a little creative to do it.
Then there's the ability to douse torches by plucking them off walls, or shoot pots of oil to cause a pool of fire to erupt. As for obstacles to use for protection, I've found plenty of columns in Skyrim's dungeons. And chokepoints are often conveniently located near some traps - or at least a doorway that you can easily defend from one foe at a time.
I love Skyrim's dungeons. I guess some of the layouts are similar, but remember Solstheim? Every 20 feet you'd come upon a bear or berserker or rickling, and *all* of those barrows looked practically identical. Ditto for several places in Morrowind. Vivec City I recall as a pretty uninspiring smear of brown.