See, this design decision comes completely from a DM-driven game style and not a Player-driven one. It limits player freedom and player choices from actually being consequential. 3rd edition play often assumed this inversion. It gave players power over the rule dictation and assumed DMs dictated PC/Player decision making. From a simulation POV, that's just backwards.
If the point is to reward players for their skillful play, then they should have control over where they go and achieve or suffer resulting combats from those decisions. If the point is for DMs to run a game world for Players/PCs to explore and be surprised by, then the rules - essentially how the world functions - must be in the DMs' hands and unknown (but learnable as the "feel" of the world) by Players/PCs.
What Players choose to do is not dictated by DMs.
How the DM functions the world as a result to these choices is not dictated by Players.