If you're making your dungeons from scratch, try taking some design cues from a Zelda game. (Excluding the NES ones) In those games every room has an essential function necessary for progression, so none of your hard work will go unappreciated.
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Wouldn't your players then know the layout of all your dungeons if they find out?
They said "design cues", not "designs". Research, don't plagiarise.
Actually, a good number of dungeons have a room or two you can completely skip. These usually hold bonus loot, like rupees or pieces of heart.
Heck, that shrine in BotW with the ball maze apparatus. Most people just flip it over and skip the maze. Some even just bomb jump over the gate and skip the apparatus.
Instead, I recommend you just accept that you might work on something the players won't see. Save that stuff for later.
I recently played A Link to the Past for the first time, and several dungeons have rooms (and even big treasure chests) that are not necessary for completion. Still did it, though.
Most people just flip it over and skip the maze.
I really appreciated that they let you do that. "So what if I just, like, flip it over?..."
Recycle your unvisited rooms for next dungeons. I know it's cheap, but hey you're the only one who would know.
Altar!
Or my experience with D&D...
Encounter giant pit monster
Everyone argues for 20 mins about how everyone else should use their turn
Repeat until monster is dealt with
Run out of time of the the evening, so go home
What about Timmy is being altered?
The location of his blood
Don't worry, he's just bleeding internally. That's where the blood is supposed to be.
My players and party members would NEVER forget a door! Not even if the place was falling down around their heads!