The point about the original wandering monster checks was that they were a pacing tool to prevent turtling. The DM would roll a wandering monster check once every IIRC ten minutes of in character time. Which meant that if you turtled up, moved slowly, and checked every five foot square of the dungeon for traps you'd face far more wandering monster checks than if you moved swiftly and confidently, trying not to give the enemy time to group up.
In practice, this always seemed an example of the GM fixing a problem they created themselves - we insist on "skilled play" for the players to avoid traps and not get smashed by encounters that are at the edge of their power, and whatnot, so they turtle up. We then put in wandering monsters, to punish them so they don't do the thing that we'd been training them to do.
Hey, there's another thread around here about the Kobyashi Maru scenario...

Sure it is, it discourages the players from making those metagame driven assumptions. And it's not like anything really bad happens to the players as a consequence.
So, this is perhaps a bit of a tangent from the thread's main thrust, but may turn out to be relevant.
There's a potential problem with that - tropes exist for reasons. They are rather like rules of language - you can break them selectively for effect, but if you break them haphazardly or toss them out the window, you reduce the audience's ability to understand what's going on. "Don't have preconceptions," can very easily reduce to, "don't have a way to know how to reasonably engage."
"I need to talk to someone to move forward," is not a metagame assumption at all - it is an in-character point of having a goal but insufficient information to act. "Talk to the mysterious stranger," isn't so much a metagame thing, as it is a genre assumption. Take that away, and the player may be left knowing they have to talk to someone, but having no idea who that's supposed to be.