I suppose you could look at it that way.
I see it as incentivizing solutions beyond "kill everything." And since the adventures tend to have encounters that are unwinnable if you charge right in guns blazing, but which have specific and achievable win conditions if you were paying attention, I find it to be pretty clever design.
One of the best parts of DCC IMO is the fact that approaching it as a hack & slash game is often the path of greatest danger.
It CAN be confusing and inconsistent at times. For example, one adventure has a roomful of skeletons that can be ignored entirely, but ignoring them makes the final encounter far more difficult. That kind of thing.