Let me guess, you only ever play sandbox games?
The summary questions are essential questions to answering what kind of game you want to design, and you explained the consequences of ignoring them perfectly in your commentary. A game is a combined experience and challenge. That experience needs to fundamentally be finite, if only because you have finite designer time. What you have to do is make the experience finite without throwing arbitrary restrictions at the player when possible. Yet I wouldn't want EVERY game to be set in a featureless canyon rather than a city just because I can't open every door.
Sandbox games aren't bad, per se; it's a good design challenge. Frankly though, I've never played a sandbox game that didn't feel a little soulless (Nethack, GTA, Minecraft, etc.). I prefer games with some narrative thread or plotline, and that inherently will mean balancing the experience and interactivity you want to provide. If I can't open a door that I think I should be able to open, that is a failure, but it's not simply that they shouldn't have put a door there or built a room.