Well, if you think about it, in the "explore the dungeons of Greyhawk Castle" days of classic D&D, the situation "there are 2 doors, you have no idea what is behind either one" is not really a PROBLEM. First of all the players should have the sort of experience necessary to try to find out (IE listening, etc.). Failing that, they aught to be prepared to slam and spike a door if they see some terribly monster behind it, etc. Finally, there's NO OTHER GOAL except to traverse every room of the dungeon and get all the treasures. Nor does a monster form an absolute guarantee of a bad outcome, you could roll really well on a reaction check. Maybe you just hand your iron rations to the ogres, close the door, and move on...
In other words, the open nature of the game, where you can try anything, is always supposed to be your answer to limited information and constrained choice. The problem is when you get into more trad play where the game becomes a LOT more open in one sense, but a lot more plotted as well, potentially. Then you can arrive at a point where, yes, you can 'do anything', but there's nothing to distinguish one thing from the other thing. I'd note that this also now drags in considerations of variability in goals, which classic Gygax D&D doesn't need to consider (lootz and XP, there is nothing else).