Minotaurs have strong legs, if you didnt notice.
Their jump creates the "oh shit!" reaction and the following smash attacks enhance it. It tells the player you aint in the Kansas anymore, that Underdark will require being careful and more advanced tactics and behavior then just rushing the enemy.
The denizens are especially dangerous - and that must be shown in palpable ways.
That needs to be maintained.
Once the game is done there will be an easy difficulty so you and others that complain about this can play on easy or switch to it when things get hard.
The only thing i would request is to add a third Minotaur.
What kinda shitty response is this? "they have strong legs" like what lol? They have strong legs in tabletop too.
Charge: If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore Attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.
Labyrinthine Recall: The minotaur can perfectly recall any path it has traveled.
Reckless: At the start of its turn, the minotaur can gain advantage on all melee weapon Attack rolls it makes during that turn, but Attack rolls against it have advantage until the start of its next turn.
Actions Greataxe: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Don't see any jump that prones everyone around the landing area there. Don't need crappy artificial difficulty.