DISCLAIMER: I'm just expressing my opinion an preferences here, there's nothing wrong with how you do what works for you. I'd include it inline but it just gets repetitious.
I've been playing for most of the history of the game with many, many different DMs. It's never happened.
Whereas I have. Not often, but it's happened. And we heard Lanefan talk about examples that have happened at his table.
So it happens. Even if it's never happened to you.
You're saying that we should use a technique that you prefer because of something that I, and likely the vast majority of players, will never encounter. Even if they do get stuck, I think it's a GM problem not a game rule process issue. If the players are truly stuck and frustrated that the GM should have presented better obstacles with more options.
It's not what "I prefer." It's a method used in many, many games, either built into the mechanics or imported into the game (just google "fail forward D&D"). And it typically works quite well at its job, which is to keep the game from stalling out.
Meanwhile there are times when people will spend 10-15 minutes discussing alternatives to overcome a challenge but it's because they're having fun doing it. I don't want to take that away from them.
Sure, and that's always a good thing. But go back to the locks for a minute: fail forward doesn't necessarily means the locks open. It could mean that the locks don't open, but you've lost time in your attempt, and if there's a time crunch in the game, this is a big deal. It could mean that the locks don't open but now the GM rolls to see if there's a wandering monster, because your scent has been hanging around in that area for long enough that a (rolls randomly) grick has sniffed you out.
Again: what fail forward means is that
something happens. It doesn't have to be a good thing.
Then the solution is to encourage GMs to be ready to have multiple solutions and to be open to ideas the players think of that you had not considered.
That's also a good thing. The three clue rule and whatnot.
I dislike metagame techniques. Personal prejudice I know, but "building up to a major problem" means that you likely aren't following the in-world fiction.
Why?
Imagine the GM has a plot of the Evil Cultist Awakening The Eldritch Being. Pretty typical D&D plot, right? The PCs want to stop it. But the cultists aren't just standing around doing nothing until the PCs arrive, are they? No, they're getting things together so that they can actually perform their ritual. The PCs are looking for the cultist's lair, of course, but they don't know where it is yet, or they do but can't get there right away. But they
do have the ability to stop the individual cultists they come across or otherwise foil their plans.
So we have a clock (a timer, really, but
clock is the term they went with). When the clock has counted down to 0, the cultists perform their ritual and the Eldritch Being is awakened.
If the PCs do nothing to stop the cultists, the clock will eventually ticks down to 0. If they work towards stopping the cultists by preventing them from getting a reagent or killing their members--the clock doesn't tick down, because they've delayed the cultists for a bit. If the PCs really screw up somehow, they clock ticks down more than once, because in this case, their failure is the cultist's boon (for example, the cultists may have been given the opportunity to grab extra resources, and they wouldn't have if the PCs hadn't been so incompetent).
Failing to pick a lock would
not cause this clock to tick down, unless they spend hours and hours trying to do it, because those would be hours and hours wasted picking a lock instead of finding a way around and getting back to their goal of stopping the cultists.
So how is this
not following the in-world fiction?