Case by case basis and how well the dev can implement it.
In the division, one of the DLC updates had something called the Underground. Randomly generated maps reusing the same assets over and over and over and to often times poor effect. The way they did it kind of sucked.
Enter the Gungeon - randomly generated mostly, but includes important rooms incorporated into each level. It actually adds to the replayability due to the sheer variety of weapons and encounters, but also because it's a shorter indie game and there would be little point playing again after the first run. As it is, Enter the gungeon is fantastic and each run allows you to get a little bit better while adding enough variety to keep you on your toes. I really like this game and how everything Is put together.
Sometimes it can be lazy, other times it can be key to replayability/exploration etc. Just depends on the devs/genre/game