Two examples:
(1) Shadow Crypt. Not actually REALLY random, but close enough. In a group of 6, at least 3 people will comment on how much they HATE the 'random' layout. Mention you have a guide, and universally you get 'thank god'. If it werent for the huge XP at level, I probably wouldnt even do this myself, even with the guide.
(2) Prey on the Hunter. Inevitably, even with veteran players, someone complains about the maze -- and its a LITTLE maze. "wish the timer didnt start when you enter' 'wish they would just get rid of this thing' 'I get turned around in here and hate it' Common comments on most runs.
It has nothing to do with whether or not players want a 'challenge' in the quest. They dont like the mechanic itself. Random is good in theory, because it adds a bit of 'newness' to a quest each time. But in reality, players prefer to know what is coming and be able to plan their strategies and resources accordingly. Thats WHY we have things like the Wiki, the umpteen guides posted all over the forums for every quest, and players posting LFMs for a guide on quests they have never done. Its because players WANT to know what they are getting into, before they dive in. For most players, the first few times in a dungeon is enough 'random newness' for them.
When they get bored with the quest, they want a new quest, not the same quest with a random layout. It may not make sense, but its really the prevalent attitude.
And I can tell you from personal PnP experience, that it holds true with every group I ever ran. If I pulled out my dungeon deck, there were groans all around. Players ALWAYS preferred one of my hand crafted dungeons to a "shuffle n play' dungeon. There is just more polish in a permanent layout than a random one. I think part of it also came from the feeling that the DM was 'fudging' the dungeon, trying to 'get by' with a random dungeon than putting forth the time and effort to build and stock the dungeon properly.