Removing them would harm the game’s immersion. If they removed them, ANet may as well just make all the dungeons a series of straight rooms filled with bosses. Enter dungeon → kill first boss → door unlocks → enter next room → kill next boss etc.
What I’d do to encourage more “dungeon clears” would instead be the following:
1. Currently, most enemies in dungeons tend to be Elites, which take a fair amount of time to kill for not necessarily better loot. I’d scale down most of these enemies to Veterans, and most of the Champions to Elites (except for named foes, which always remain Champion or higher). Legendary foes in a dungeon (like Kholer) also get bumped down to Champion status unless they are particularly noteworthy foes from a lore or gameplay perspective. The boss at the end of dungeons is always a Legendary foe.
2. To buff the loot from foes, Veterans now always drop a Loot Bag appropriate for their race/type, plus possible additional gw2 gold eu. Elites will always drop a non-Exotic Champ bag, plus possible additional loot. (These changes apply to the open world too.)
3. Players can still “skip” dungeon events (I’m talking about bonus events as well as main events like fighting Kholer) if they really want to, but if they complete all of the dungeon’s events, they get a bonus daily chest containing 1+ Rares (with a chance for it to be an Exotic), coin and tokens. This chest is given out once per path per account per day.
4. Introduce a “Dungeon Conqueror” title for killing every single enemy in a dungeon path in a single run (aka “vanquishing” for you GW1 vets). You have to vanquish all paths in each of the dungeons to get this title. (Since enemies in dungeons do not respawn, this should be feasible where it wouldn’t be in the open world. Certain dungeons like Arah where enemies DO respawn are changed so enemies are finite.)