The only one of those that I'd call a key principle would maaaybe by the corridors. Perhaps the "every dungeon has a trap" thing, depending on the definition of "trap".
To wit:>-every dungeon has a trap
Depends on what a "trap" is. Standard traps? Eh, maybe. Expand it to stuff like "Breeyark!", though, and you get closer to the truth. Requiring caution is common, yes.>-a variety of often illogically close enemy placement
If your dungeon makes no sense, you'll get pushback against that unless it's explicitly meant to be that way. And even then.>-quirky, often bizarre npc encounters
That's not as much a cornerstone of dungeon design as it is just, well, RPG design in general. You want NPCs to be memorable. The "bizarre" part a bit less so, I guess, but bizarre quirks can often serve a purpose.>-randomization plays a promnent role
In terms of tables, I guess, but for actual dungeon design I'd argue against this. It's difficult to get a coherent dungeon with randomization. For inspiration, sure, but if you're actually designing a dungeon you need to think it through a bit more.>-gynax-style naturalism and ecology
There's been some serious pushback against this, with the whole "variety of illogical enemy placements" thing being a direct example.
Still, though, there's plenty out there that like that stuff as well. And some that don't care.
The big problem is that, well, it can be pretty mundane and boring at times.>-Corridors!
A given, really, unless you want a dungeon to consist entirely of rooms. This should probably go without saying. If nothing else, they give you room to breath or time to turn back before it's too late.>-pulp setting
Pulp's fun and all, but OSR is broader than that. From LotFP's stabs at horror to the more alt-genre stuff like Stars Without Numbers.
This depends on how pulpy you're talking, though. Not a lot goes to full Lost City/Isle of Dread/Castle Amber levels, where it's just straight-up ripped from pulp novels.