I often have to remind my players 'easy' checks by the book start at 5s, and I sometimes feel DMs need a little reminder of that as well.Being punitive does usually require being human. That doesn't excuse the DM from being an a-hole. If the check was going to be successful no matter what they did then it's going to be successful no matter what they say.
While I reward creativity and out of the box thinking I don't want to reward or punish people for proficiency in saying what I want to hear. If someone does something I think the PC would know I'll simply tell them "there are crates you can go behind instead of the direct path, do you want to hide behind them instead?" I don't assume that I described the environment with 100% clarity and the PC is the one making the stealth check, not the player in my games.
There are many ways to run this but for my games I don't want to make the players guess the magic words to avoid risk of failure. It's unfair to people that don't know me as well as a DM or that aren't as fluent in describing their actions.
In my games I let anyone trained in a thing (skill, save, even attack rolls) auto succeed on a dc 10 or lower.
(I think one of the golems has an AC 8, and as such you can choose to auto hit or roll, but if you roll nat 1s still miss (but nat 20s crit) )
IF a trained PC was going to succseed without a roll and they rolled a nat 1 and got a low number I would just keep going with they made it... 1's don't auto fail skill checks.
Also I have seen a fighter/rogue in the teens for levels +6 from dex +8 from prof/expertise and +5 from magic item have a +19 to stealth... yeah, they don't need to roll if the DC is 20 or less at that point cause that is the minimum... a few level later (and prof/exp +10) they got that min roll always counted as a 10 ability seting there low roll at 31... and for some reason she would still be like "naughty word I rolled a 4" and we would have to remind her... "You mean got a 35... the highest by the book DC!"