Honestly, I grew on to LOVE dynamic maps where crazy stuff happens. Sanitarium, ZED Landing, Black Forest... All of those are great.
I believe the one that shocked me the most by how incredibly clever and well-made it was is definitely "Training Grounds".
That's actually a fantastic point now that I think about it, using training grounds as the basis of my point, why isn't the "Objective" Mode based off things like this. As the game progresses, more environmental **** starts to kick in.
With "nuked" the map could just be the result of the outbreak, with the broken buildings and all the abandoned vehicles like on Burning Paris, then the big red button is pushed to drop a nuke on the map. The DoT effect from being outside is implemented from the obj mode and lots of debris is thrown into the mix because of the blast; altering the layout of the map.
"Outpost" could have been rather similar to what it is now on obj mode, but when you interact with the computers it activates a signal that could bring the chopper back around to bring hellfire on Zeds caught outside (for example) or later into the game the blizzard comes crashing down, making outside fighting difficult to actually see. Or better yet, going through certain rooms that are "restricted" or "off-limits" could sound alarms and temporarily lock you in, and finding keycards could prevent that from happening in the first place.
Zed Landing could have ramped the chaos up to eleven with the volcano, a gradual increase of magma flow that seeps into more areas of the map and eventually down to the shore line; creating hot cobblestone, which can be walked along to access the broken plane, and with it you could interact with a radio to call for evac using the heli that is already in the obj mode.
I honestly hoped that Volter Manor could have been a cool objective mode with this in mind. You start outside and the heavy rain ensues. You head into the manor to "look for clues" as to what else goes on with Dr. Hanz Volter; finding secret levers or bookcase-doors to go down into the labs below. The longer the game progresses, the rain could actually cause flooding from the courtyard to enter the manor and down into the basement, making it very difficult to navigate your way around certain areas. Some doors that have not been found could be found this way as the water starts seeping through the gaps of the fake doors.
I would be quite fine with the objectives being very "copy-paste" like in nature like they are with the few obj maps we have, if this kind of thing is implemented more to introduce chaos that you wouldn't normally find on survival.