Yora
Legend
The most important thing to make dungeons work as a central adventure aspect is to set it up as a problem of resource management. The thrill of taking on and beating a dungeon comes from having to make decisions which things and creature to engage with and which ones to stay clear of.
Which is a problem for 5th edition because the system is set up to not have depleting resources. Unlimited access to light and widespread access to darkvision, creating water as a 1st level spell and creating food as a 3rd level spell, and no need to carry large amounts of heavy gold and silver to advance in levels all work against that. I don't think that's something that can be addressed by a splatbook, but needs to be baked into the core mechanics of the game.
Which is a problem for 5th edition because the system is set up to not have depleting resources. Unlimited access to light and widespread access to darkvision, creating water as a 1st level spell and creating food as a 3rd level spell, and no need to carry large amounts of heavy gold and silver to advance in levels all work against that. I don't think that's something that can be addressed by a splatbook, but needs to be baked into the core mechanics of the game.