You misinterpreted what I wrote.
"suss out what is gamestate relevant at the moment of the decision-point"
What I said (effectively) if you can't do that (the above), then there is a problem with the play (go back to that post for reference; system, GM, players). An easy example is branching corridors in a dungeon where one path leads to danger and the other to sanctuary/objective. This is a decision-point that is supposed to be a meaningful expression of player agency. The gamestate transition hinges upon it. If the players don't feel like they are sufficiently equipped to make that decision (eg it seems arbitrary) then there is a fairly high likelihood that the GM has done a poor job telegraphing clues with subtlety and expressing the gamestate-relevant information to them. Or there is a possibility that the players have just collectively not absorbed it (though significantly less likely). Or, there may be a system problem.
Now that doesn't mean that a session post-mortem isn't useful. Reflection is always useful when it comes to a gaming session. But, if a decision-point isn't meant to be arbitrary, then the conversation at the table should entail (and when it comes to dungeon crawling, the skill in GM framing is giving sufficient information...not too much and not too little...so that the players can play skillfully) the relevant constituent parts required to make an informed decision.