I can only speak for myself.for certain character that type of analysis is perfectly fine. Heck, I do it as a player myself. But not everyone wants to play that way. Sometimes players want to be caught off guard instead of making a cost-beenfit analysis for every roll of the dice.
to me, if you say you tell the player the consequences of their actions, so they can make a more informed decision and not get caught off-guard by knowledge they didn't have (ala Hitchcock) then that means to me that when they are about to jump over the pit you tell them that if they fail they will fall on the hidden spikes coated with poison in the bottom of the pit.
After all, knowing there are spikes and poison below is the same as knowing there is a bomb under the table, and when the players go to roll, they know exactly what the stakes are. But to me, that is revealing far more about the scenario than they have any reasonable way of knowing, without them having tested things out.
If my players want to be cautious and look for answers, to investigate and try and piece together clues about their surroundings, then they are more than welcome to.
However, I'm not going to force that mind set on them and I'm not going to assume they would be happier analysising everything. If they do not ask questions and just charge forward, then I assume their character is not asking questions and is just charging forward.
To me, you are the one who is making "analysis" a focus of play, by requiring "testing things out" in order to establish what is at stake in the play of the game.
My approach is the opposite: the players choices about PC build, thematic and goal orientation, etc, establish what is at stake, and then I as GM build that into the ingame situation. A player can choose to play his/her PC as analytic, or reckless, but either way the player knows that his/her interests/thematic concerns will be at stake in the game. They don't have to choose between playing an "analytic" PC or alternatively guessing what the GM might have in mind.