Washing dishes presumably is something neither wants to do. When GM is deciding whether something is possible or not, it is not like that. It is very different sort of decision altogether.
It is a decision about whose conception of the fiction is to take precedence - the one where the PC gets what the player wanted them to get (eg a peaceful sleep), or the one where the GM's idea for what happens next (eg an ambush) happens.
Maybe the player is indifferent to what happens to their PC, but in that case we've move to what I would see as a pretty passive or "mere participation" approach to RPGing.
A room with single entrance is the expected use case of the spell. Anything other than that is already an unlikely edge case.
The spell doesn't say that. And to me that's a pretty contrived circumstance. Over the past 40 years of GMing I've often had players decide that their PCs spend time in a place, resting or engrossed in activity, such that some sort of alarm/ward would be helpful. But it's not normally in such a place - the last example I can remember is when the PCs rested while in the dungeon of the Moathouse (as per T1).
Normally the circumstance is a more "organic" one - a camp in the wild; at home; during an infiltration; in an inn room; etc.
in the first case the GM is bizarrely railroading the PCs super hard
Huh? This is a standard way to start a classic D&D campaign.
For instance, from Moldvay Basic, pp B3-B4, B51:
It is the DM's job to prepare the setting for each adventure before the game begins. This setting is called a dungeon . . . The dungeon is carefully mapped on paper . . . A dungeon may be designed by the DM, or may be a purchased dungeon . . .
Each game session is called an adventure. . . . An adventure begins when the party enters a dungeon, and ends when the party has left the dungeon and divided up treasure. . . .
At the start of the game, the players enter the dungeon and the DM describes what the characters can see. . . .
Before players can take the characters on adventures into dungeons, the DM must either create a dungeon . . . or become familiar with one of TSR's dungeon modules.
And plenty of modules begin by framing the PCs into the dungeon situation (eg The Lost City, each of the G modules, etc).
Bigger the danger more obvious the foreshadowing should be is a good old adage.
Well this doesn't work well for ninjas, if the goal is naturalism - the more dangerous the ninja, the more secret they are!
But if you know what you're foreshadowing, then it is hella lot easier to do, so this benefits from pre-establishing the facts!
I don't think this is especially true. Apocalypse World sets out a relatively formal set of principles that allow "foreshadowing" without puzzle-solving play.