Right, I mean, I don't have an issue either with a PC being confronted with "OK, you lack any good information here, how do you deal with that?" That's a reasonable dilemma to hand to someone. So, in the context of, say, the gradual exploration of a locale or something like that it takes on this other character of opening up many choices of strategy. One of them could be "blindly go forward in some direction" and I agree THAT is a consequential choice that can tell us a lot about the character, etc. (it could also factor in a different way where 'skilled play' is expected, so some system differences could be germane there too).
I guess overall I'm certainly not admonishing GMs to avoid ever creating a "shrug, I guess we can go through door A or B" low-information choice either. It is just one of those things that I wouldn't think of as a key part of play in any sense.
Otherwise I think we have reasonably similar opinions here. I mean, there is clearly a qualitative difference between a pre-stocked sandbox and something like DW or Hillfolk (I guess, I'm not too knowledgeable about that game itself really, but it sounds like it has some player facing narrative elements). Honestly, I don't even have a personal issue with old-fashioned dungeon-maze just go around bashing random doors play either myself. I think the OP is mostly saying "this is not so deep." When it comes to something like the 'three clues rule' I think he's just mentioning that as a technique that GMs are supposed to use to get the players to send their PCs to the spt which is most convenient for the GM, so kind of removing much significance from their decisions, sort of like a 'quantum ogre'.