Banshee, the thing is that you're already an expert Daggerfall player, so you have some qualities the new player doesn't: 1. You can move very quickly, making a 10-second sweep of a house a possibility (most of our players coming from other games will take about twice as long); 2. You know the monsters should spawn in a specific time frame in a specific way, whereas most new players bumble around, check their player log, look up at the ceiling, talk to the merchant before wondering what's going wrong, and exit and re-enter the building just to make sure it was the right one. All of these are limitations you knew you could cut because you're already so well-acquainted with the system. Someone who needs help figuring out this quest will almost always be slow enough to get it.
On the other extreme, take the new player (the target audience for this question) who dies 15~ times in Privateer's Hold and is taking on their first few quests. This is precisely the kind of person who should not attempt to fight 6 spiders or 3 scorpions at once.
Reducing it to a 5- or 10-second interval was a QOL improvement to make the quest solution more obvious, but to make it a flood is more than that; it's a dramatic increase in difficulty, and one that the majority of players will not be able to handle. In other words, far more people will learn how a quest executes than will be able to grapple with the proposed difficulty increase. I'm willing to listen on this but the evidence for me is very much against it.
One solution I can implement, that I'd be willing to shift to, is to spawn one enemy immediately upon entrance and let the rest trickle in after. That's both a confirmation that it's the right place and an allowance for the player to keep finding them. It isn't perfect though, and may erroneously shift the player's expectation.
Farewell DFU community! My time here has been a joy.