A_D was probably talking about DPS focused _parties_, whereas I see most _dungeons_ being kill-based (and thus DPS-based by default).
MPH focus - using CC and/or kills to prevent slowing of pace - perhaps "chase scene" dungeons or encounters such as in I Dream of Jeets
Dungeon Alert would mesh perfectly, assuming certain forms of CC subtracted mobs from DA. Also assuming successful stealth means mobs don't activate (I personally don't know if this is already true).
Objective focus - using kills, skills (eg Bluff), spells (eg Raise Dead), etc to complete objectives - one example being end of Relic of Sovereign Past
Note: the implication is that "objective focus" gives parties MORE than one way to compete EACH objective.
Depth focus - dungeons with a steeply increasing difficulty at each checkpoint, perhaps how Shroud was first imagined. Quest chains such as Tangleroot may also fall in this category.