I see the appeal of making it so you have to draw your own maps since that adds to the adventure feel of the game, but in those cases I think they should be like the later Etrian Odyssey entries and have an option.
I also definitely agree with liking maze-like dungeons moreso than "hallways and rooms" dungeons, unless it makes sense for it not to be (anything man-made basically). If it's a cave or something I don't think it should be easy to navigate.
The only case I can think of where I really hate maze-like dungeons is Phantasy Star 2 where they did this stupid crap like making the foreground block holes in the ground you're supposed to drop down.
Unfortunately, part of why I don't really care for SD3 all that much is because it ended up going the "hallways and rooms" dungeon design the entire game. Granted, the layout of those rooms were better than most variations of that design style in that, most of the time, it actually had a layout (whereas most of these types of "hallways and rooms" style games are even lucky to have their rooms laid out to form some kind of shape on the map, the worst examples being anything with procedurally built dungeons; at that point the developers are basically too cheap to bother hiring a level designer, or knows what a good one looks like; IMO, any level designer that suggests going procedural as anything more than a single dungeon gimmick should be fired on the spot).
People actually LIKE procedurally generated dungeons, because they've convinced themselves that "the dungeon has a different layout each time" means more replayability. The big problem though, as you noted, is that most proc-gen algorithms are good enough to make anything interesting.
You actually CAN have procedurally generated dungeons that are interesting, and there are several examples of roguelikes that pull this off, but -- and I think this is a huge problem with indie games in particular -- most people don't know just how much work you need to put into your system to pull it off.
A big factor with roguelikes in particular is that they have a lot of /stuff/ that exists on the map. With something like Persona 3, where you have basically chests, floors, and monsters (which do nothing on the map besides chase you or run from you), you just don't have enough stuff to work with to generate anything interesting. You really need a good variety of map objects and a lot of interaction between the non-player agents to pull of proc gen.