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For generated dungeons, you could work around the problem yourself by making a bunch of different rooms/maps and connecting them randomly. Control Variables > Set > Random can generate a random number in a set range, and Conditional Branch > Variable can then cause different things to happen. You can use additional variables to remember which rooms are where, or (easy & lazy solution) just prevent the player from being able to go back. You can also use this approach to randomise what events are active, e.g. by toggling switches on/off. =)
Alternatively there are procedural map generation/chunk substitution plugins out there so you could try one of those. I found a few that look promising, but haven't tested any of them; here are the links in case you're interested in experimenting:
A free-roaming on-map battle system is often referred to as ABS, or "action battle system". There are some ABS plugins out there, but they're pretty difficult and time-consuming to make and maintain, so I'm not sure which ones are still compatible with the latest version of RMMV. Here's one I found on the Steam Workshop, looks promising but I don't know how easy it is to use: https://steamcommunity.com/sharedfiles/filedetails/?id=1460798450
Alternatively, there are ways to event on-map enemies. If you decide to make it all event-based then I would suggest a plugin to help distinguish different triggers ("enemy collision" vs "player collision" vs "action button"). I've found Galv's Event Start Types plugin[forums.rpgmakerweb.com] quite easy to use. =)