Yes, I understand that. My point is that when he makes that choice, he knows he is denying the player the information. Whether that's good or bad is up to the participants to decide... but there's no denying that the GM did it. He chose that route. He owns that decision.
Then, one step further, as I said in another recent post, I find this focus on "realism" or logic over game considerations to be surprising coming from people who are talking about player-driven play.
Yes, I know this. I'm not saying that his goal is to thwart players. What I'm saying is if his decision leads to players feeling thwarted, then it doesn't really matter what his goal was... a consequence of that decision is the player feeling thwarted.
Again, when looking at the range of possible outcomes of any action, there are usually multiple options that could be considered plausible. So when it's a choice between a plausible option that doesn't thwart the player and a plausible option that does... if the GM picks the one that does... to me, that's problematic in the space of player-driven play.
Again, if the players don't care, then it's not problematic at all.