My post was mainly in regard to the Cataclysm of Dragonlance, of which I'm more familiar, though not an expert. Of the FR "Wall of the Faithless" I know little or nothing. The setting, to me, is such a hotchpotch of different philosophies and building blocks as to be quite a mess.I have a problem with this line of thought, especially in the context of DnD.
DnD is a game, and I as the DM have to know the answers to the big questions of the setting. If there is a reason for something, I need to be the person who knows the reason.
"No one is allowed into the Catcombs beneath the castle" is something I can tell my players, and they don't have to know why, they can just assume it is for good reason. But, as the DM, I need to know why. Because some NPCs need to know why. If there is a Demon Lord in those Catacombs, then I need to know it exists, or I can't run the game properly. And if it is sealed, I need to know how to break that seal, because that is a goal of some of the antagonists.
So, as the DM, if I have the Wall of the Faithless.... I need to know why it exists. Because saying that the "gods see much more than I do" when I determine what those gods see in the first place, is nonsense.
And, if a player came to me after their character found out about the wall, and asked me if there was a reason for it, and my answer was "No, it is only there to make the Faithless suffer for their lack of worship" then that player suddenly has a problem. Their cleric, who might be kind and merciful, now either much reject the gods who approve of such torture, or come to the conclusion that people who commit a high enough crime, like being Apostates, deserve torturous punishment.
Either way, this could ruin a character. And sure, maybe the character could just take it on faith, but the player now knows that their character is deluding themselves. Which is also a problem.
So, the solution would be to not tell the players, but then... what is the point of a setting element that no one ever sees, hears about, or interacts with.
And, this isn't a case where a canonical answer does not exist, one does exist. The gods want to make the Faithless suffer for their lack of worship. That is the reason, canonically, that the wall exists.
I will say that there seems to be a big difference between "No one is allowed to go into the Dungeon" and a very esoteric question of the fate of the certain souls in the afterlife. The former is likely to come up in play, either by the players themselves trying to enter the forbidden area (IME, nothing gets some players more interested in doing something or going somewhere that is 'forbidden'), or defending it; the later is more a complex issue of a PC's faith, beliefs and motivation. You present the options as absolute, a kind and merciful PC must either reject the gods or view this as a just punishment of apostates. It could be that this is just how some people or scholars interpret things, or how some sects translate ancient scripture. They don't know for sure what really happens. Or it could be that this is the default fate of Souls in eternity and, the gods, in their mercy, are able to save some souls if they dedicate themselves to them. Perhaps they don't make the rules, but must work within them. There were plenty of similar dichotomies in medieval Christianity, which supposedly espoused kindness and mercy as well.
I do disagree with the notion that the DM's needs to know everything; especially about esoteracisms as this. This requirement, in essence, requires the DM to be god, and that leads to more problems, imho. Sure, if the DM presents a Chekhov's Gun of a sealed Dungeon Door, he better be prepared with more information about the Who, What, Why for play. But if we're getting into deep questions on theory of existence and the afterlife, then maybe its time to take a step back and refocus. At least, that's my take, I guess I'm more in it for bashing a few monsters and getting some nice trinkets and a good tale to tell along the way type of guy though, ymmv.