One of the more annoying situations is when you pick up side quests along the way of these very linear sub dungeons, you get to the end, have everything accomplished but the turn in's are so spread out that you have to fight your back through all of the respawns instead of hearthing back to the quest hub.
Edit:
I'll add, if there was something to explore or other paths to take, it wouldn't be so bad, but in the end it's walk down the hallway and kill everything, walk back down the same hallway and kill everything.
I never thought this type of linear design was a "feature." It was a compromise made back when RPG's first started using 3D and the technology of the time didn't allow for huge open worlds like the old Ultima games. Why they built this so linear I don't understand.