In the scenario given, there are only a few things worth doing. By noting all of them (statue, oranges, door) you limit the number of options without actually telling the players what to do.
Yes, you are in effect saying "Eating the dungeon lint in the corner will not accomplish anything useful," but if you're players don't know that already you've got other problems.
"Anything useful" should depend on the players.
You, and sadly most players seem to expect that the DM creates a linear path on which the PCs travel, sometimes swaying left or right but in the end still linear.
Yes, eating the lint will not solve the puzzle to open the door (if there even is a puzzle to begin with), but maybe teh PCs do not want to solve the puzzle? Maybe they want to use brute force to open the door? Maybe they want to turn around and do something else? That are all viable options in a RPG, but most players seem to want to play the RPG like a video game where there is a single path you have to follow with no chance to turn back. Sadly many DMs obligue them and limit RPGs to exactly that.
And it is no surprise that such players have no idea what to do when not told what to do. To address the accusation that the "DM has failed because he did not provide hooks". The players should be able to create their own hooks. If not they fail as players.