While it doesn't directly address your question, I think the top answer to this question might give you some valuable context to the place of mapping in D&D:
What's the point of long, empty hallways in dungeons?
Back in the day, there was this whole logistics minigame attached to light and mapping in dungeons. Since the minigame is long gone, the reasons for detailed mapping have changed.
Many of today's dungeons are actually fairly simple once you untwist the twisty passages (all alike). They mostly consist of a single primary path with a few dead-end side rooms, a few alternative paths, and a handful of points-of-interest. Why would the players need a detailed map in a dungeon with only four major room-complexes in it? Even if there are ten or more points of interest, if they're basically linear, why do you need charts to show you how to get around?
The other thing you see a lot of is what you might call the 'well connected dungeon', where there are so many complex cross-connections that you can pretty much get from anywhere to anywhere else with no difficulty, even if you backtrack a lot to go around unexplored rooms. There still isn't much point to a map, beyond some rough sketched out pointers. In Phandelver, Wave Echo Cave is like that -- there are only a couple of areas in the map that are at all difficult to reach (the eastern complex of rooms has only a couple of connections at each end, for example), and even backtracking all the way around the map to avoid entering unexplored rooms is a matter of only a few hundred to a thousand feet.
If you're putting your players into a labyrinth, and mapping the place is a minigame challenge of its own, that's fine; be upfront that they'll need to make their own map in there because the maze is part of the challenge.
But for your basic Phandelver or whatnot-style maps? Enforcing player mapping seems boring and punitive, at least to me -- paperwork you're forced to do in order to get to the bit of the game you actually like.
Imagine playing some modern dungeon-crawler video game without an automap.
Imagine, pausing your game every thirty seconds to grab your pencil and graph paper and make a map of your own.
There's a reason we stopped making games that way back around 1992.