"Dungeon crawling" in text adventures, even ones actually set in underground areas, barely has anything to do with the experience of roguelikes. Adventure games are all about exploration and puzzles to reach the next area, roguelikes are all about tactical combat with the exploration more a matter of clearing out the level, seeing what you find, or managing resources like food to determine how much time you can spend.
It's especially silly to make the comparison to roguelikes, which have almost no puzzles at all, compared to Dungeon Master or other similar dungeon crawling games. Even if you're just trying to stir the pot, that's a really weird claim to make. I mean, I hope you wouldn't say that text adventures are better suited for tactical turn-based combat on a grid, too.>>2451703
Roguelikes rarely have actual mazes unless it's a special maze dungeon level/area. It's rarely hard to figure out where you can go and how to get there. And in fact, most text adventures past the Zork era don't have mazes either.