Yeah, Baldur's Gate it's important to break into houses. Loading screens between cities and houses/inns hinder this... I think that is a major problem. If you *have* to go somewhere, make it fluid, otherwise the problem becomes the mechanic.
As far as BG2, I liked it, but I found it far too chimeric, where I was far more interested in a streamlined experience like Diablo (even though it is simpler and not as deep gameplay wise), or a deep experience not so reliant on throwing every perfected western gameplay mechanic in the melting pot--with none of them merging flavors. I found the real-time-with-pause well done, for instance, but I'd much rather have a unique, well-crafted real-time OR turn-based mechanic than something that tries to please everyone by making soup out of every damn ingredient in the house. None of them matching... Something that tries to "appease" everyone usually ends up appeasing no one, which is why DA2 gets piss poor reviews from gamers on Metacritic--they tried to make a game that appealed to everyone by intentionally dumbing down, rather than making the game THEY wanted to play. Gamers are intuitive--they sense when you are treating them like a dummy. And even if they didn't like your previous game, if they smell the insult, they will walk--only the flavor of your own shit smells good.
Not to criticise--one of my favorite games, though I never got through the second one. Actually, finding ways to rob inns was fun, unintentionally I suppose, because you had to find ways to "trick" the game so you weren't caught lockpicking and pickpocketing, which is exactly what I approve of--emergent gameplay.
Cities can have their own culture, and so can dungeons, but without a firm background they tend to bore. Morrowind, for instance, was amazing for it's creativity, but I never grokked why there were floating jellyfish or mushroom houses--they were never fully explained in context of the game, and thus did not merge completely with one another, or the entire gameplay experience. One thing A LOT of western RPG's need to work on is LORE, instead of just tacking Tolkien onto a generic brand-name RPG (Any D&D based game besides Planescape), or coming up with a LOT of creative ideas with no mythology behind their actions (Morrowind).
As an example, money without an economy to explain it is bland. Actions without consequences are bland. Land without history or connective lore, same. Elder Scrolls had great lore, but never bothered delving into the paleolithic aspects of the gameworld, or giving them a "context," which makes the entire experience more compelling, to find an ancient ruin and gradually unravel the culture that left it behind, to come to a city and understand precisely *why* they use curved roofs (because the rain would drench normal ones and they would sag over the years! Duh.) Things like floating jellyfish perhaps need a little more explanation, when 3 steps later we come across something different--it would be different if that "something different" were a food source for the tentacled creatures, and somehow the tentacles made that food convenient for the aforementioned species. Or allowed the jellyfish a genetic advantage against their food source. This creates a web of meaning behind the RPG, and the same goes for creating a web of action for the player, or a lore for your world.
Basicallly, a good Loremaster knows when something has a history, and when it doesn't need it, which is significant to the experience. If something becomes tedious, it is usually superfluous because it is not a well-thought out mechanic, just sort of tacked on for "awesome factor!". Games that try to do everything well, without doing one thing EXCELLENTLY, usually fail because they are copycats that do NOTHING with a sense of acceleration beyond previous concepts.
Sadly, one thing NOBODY mentioned is how in Call of Duty (first one) you could NOT break boxes, but in the original Half-life, years earlier, you could. A sad example of gameplay regression that worked, and then sold...
Which is why I don't trust marketers. Or marketed games...
Conclusively, I'd still like to hear not *why* dungeons bother you, but what games specifically had dungeons that bothered you, because that is more telling. Perhaps if you'd grown up with first-person games in compelling dungeons, your opinion would reverse, perhaps even undergo a pole shift, to where cities were less compelling--as it is in my case, because I never played Fallout growing up, only Wizardry and Lands of Lore.
Artist > Marketing team