You're not wrong, but this is also something a developer of games would keep in mind and probably circumvent somehow if they felt like being creative. It's human nature to want to opt for the best option, but we also want some semblance of variety. This is the challenge facing CBU3, and probably all game devs to an extent. Instead of tackling it head-on by simply making the different paths worth exploring somehow (EXP boosts, worthwhile loot, a simple gate that won't open unless the path is explored, etc; these aren't super imaginative but I'm also not paid to do this for a living and I'm just naming examples to demonstrate that possibilities exist), they took the bitch-way out and simply eliminated all exploration. Imagine if all designers did this in all games, what a boring genre of entertainment we'd have. "Well, we figured you'd go for the quickest way to the end of the game, so we made a game that opens on the final boss." "Well, we could've designed multiple swords, but only one was the best in slot so we figured we'd just give you that one right out the gate," like just because people are likely to opt for the best option, doesn't mean you stop designing multiple options. You just have to change how those options are implemented and what incentives you're providing to get players to explore those other options in the first place.
Basically this shit's lazy af and totally blaming the players for it is kinda scuffed but not entirely inaccurate.
