Not when the system makes a solo-only random cross-server finder the most efficient way to run dungeons.
This would kill the popularity of dungeons since the dungeons in this game are very simple, plain mob hallways. The 160 dungeon in iCBT2 was really hard to find groups for since everyone thought the exp wasn’t worthwhile. Capping dungeon runs allows the devs to make individual runs highly rewarding.
Before the exp bonuses were added, dungeons were turning into solo grinders. A bunch of people preferred to solo them because they’d get more exp per run that way, so IMC added grouping bonuses to stop that. The same could be done to fix any aspect of the game where people think they’re better off soloing (like the recent fix to monster journal kill rewards).
Except it doesn’t describe field grinding. The field has varying conditions, and there’s activities like exploration cards, monster journal kill cards, collections, world bosses, “events” like in constructor’s chapel, etc, while dungeons are the same every time in this game.
Of course, there’s still room for improvement (e.g. the channel system is so busted that guy was complaining about fighting over limited spawns in a game with channels, which shouldn’t happen), but the non-dungeon game already has more variety.
tl;dr A low dungeon cap is good because it allows variety in gameplay and high rewards at the same time. Personally, I would’ve made it weekly instead of daily, though.