I've never made any secret of not being a big fan of dungeon crawls. They tend to limit the amount of roleplaying that is possible and often end up being repetitive as the PCs move from room to room, killing one monster after another before finally reaching the end. However, that doesn't mean that dungeon crawls can't be good adventures or that I never use them in my own games. I actually end up using quite a few, as dungeon crawls are signature parts of fantasy roleplaying, and done well, with a good game master, they can be a lot of fun. Secrets of the Sphinx by Amber E. Scott is an example of a dungeon crawl done well. It wraps together an interesting storyline with a compelling cast of characters (and lots of opportunity for roleplay with those characters), and places it all down in a setting that is more than just a static collection of locations and rooms.
The adventure also advances the plot of the Mummy's Mask Adventure Path in one of the most significant ways so far, leading at last to a confrontation between the PCs and one of the key antagonists. It's the first adventure where the PCs will feel that they've achieved a major accomplishment at the end of it.