
In truth, the answer really is quite simple. If you want people to stop running invisible through dungeons, make them interesting.
Maurs are nice. The ennemies change with the areas, getting harder as you push through. It's challenging, but not that hard. There are a couple of cool things long the way (Bigby Hand, Battlestone). The rewards are suitable.
Let's take the bad example now. Aurilites. The dungeon consists in killing the same ennemies, over and over again, for five levels. Ennemies are
1) Not dangerous
2) Slow to kill (DR, Invis)
It's literally the same thing all the way in. And ultimately, you'll open a chest you know has 90% chances of being empty.
Does this encourages you to take half-an-hour to make the whole thing ? Not really. I've even some times pulled three levels of mobs just to kill them all in one fight while doing something else in the meantime.
Put semi-bosses. Put enigmas. Put little magical things. Anything, really. But killing the exact same mobs for half-an-hour is the death of fun.
NB : I think @JackOat mentionned that kind of unfun things in another topic, for me this rejoins the part about not-challenging mobs throwing dispels or having elementary shield, which is just annoying and have no interest.