If you are just dissing Twinfalls' comparison to Daggerfall, your use of contrast is really weird. So there is a shortcut back to the start of dungeons in Skyrim. That should be insignificant as a worry of practicality compared to linearity in dungeons. But with linearity, the shortcut to the entrance bit is a non-issue, since the design is already impractical in linearity. And if not getting a shortcut back to the entrance of a linear dungeon rewards you intellectually, there is definitely some problem with you. Don't pick on non-issues and make it a contention, and your argument might stand.
The relevant difference between Daggerfall and Skyrim dungeons on the level of practicality is that although both are 'impractical' - Daggerfall ones are architecturally/practically unsound, Skyrim ones are linear and non-realistic as a place of dwelling/worship/burial/etc - Skyrim dungeon design does make an effort to include sleeping areas for the inhabitants, coffins where undead spring from, webbed nests/cocoons/egg sacs filled caves where associated creatures live, dining areas, forges/anvils/alchemy tables/self-sufficiency placeables according to type of inhabitants, guardian rooms in crypts, moats in some makeshift underground forts, and so on. It is a limit of the Daggerfall engine, because Daggerfall was made on the premise of an open world roguelike, hence the complexity of generated dungeons don't make sense.
So, Skyrim dungeons are more 'practical'. More intellectually rewarding/demeaning between the two? I don't know. But both have their strengths.