The example I quoted only focused on one particular skill check failure. Obviously there could have been other checks, or not. If the character(s) had looked before they attempted to open the door there would not have been any indication of anyone inside but that could be easily explained. Perhaps the windows are shuttered or similar, perhaps they didn't think to look.
Just as obviously there are stakes to breaking into a house that were not explained in detail but "stakes" do not matter to me. I don't think in terms of "stakes" so I do not care. Please stop telling me I'm doing it wrong if I do not share your approach to gaming. If there is impending danger and risk I will decide what the players know based on what I think the characters would know.
I am not playing a narrative game. I don't want to run a narrative game. As DM I'm providing the setting that I think provides plenty of opportunity for adventure. If there's a dog inside and they listen at the door as a precaution, they may hear the dog. If there's a chef inside, they may hear the rattling of pots and pans. Except in the example I found there was no dog nor was there a chef until the lockpick check failed.
I understand where you're coming from but no amount of explanation is going to change how I run my game. I do not understand why you care that your preferred style would not work for me, I know I don't care how you run your game. I do what works for me, what works for my players. I see no reason to add fail forward techniques when we have fun with the game we're running and I don't see fail forward having any benefit. If it makes sense in the fiction that a failed check complicates things, it will.