Yes, but if I can turn around and reliably safely run out of your dungeon anyway, then I still have the exact same "Safety eject switch". The only difference is that in one model you just waste more of my time in doing so.
And for what? What exactly does anyone gain from deliberately designing game play elements which are intended to specifically gobble up the user's time?
Nothing stops you from designing small game play areas that are still challenging or have high risk. Maybe the next one you step into will lock a door behind you till you reach at least the half way point.
Doing a fighting withdrawal till you can get back to somewhere you can find safety again or regroup in is fun and exciting. Having gotten away from the combat and then holding down the "Run" key for ten minutes while you back track over things you've already seen? Ehh... Not so much fun there.