I highly disagree. Simply because just having a locked door seems pathetic if the door is made out of flimsy wood. In my opinion good game design revolves around how you solve these problems. Here's how I think of it. (Note that the attributes I have listed are examples of how it would work.)
Example:
Whilst pillaging or adventuring in the depths of the unknown, you discover a door whilst sneaking past a couple of enemies. Usually, common game design would have you search for a key, but this is the future! You can open the door any way you please! How would you open this door? Would you pick it open, find the key, use magic, or bash that monstrosity down?! You decide! However, note that different decisions have different outcomes!
The door you come across is a wooden door, an easy foe!
Wooden Doors. Wooden doors are simple doors and are used mainly for rooms.
- You either pick the lock. Requires skill, but allows for a stealthy and unnoticeable entry.
- You can find the key. Requires no skill, allows for a stealthy and unnoticeable entry. (That is of course if the key is not on a person.)
- You can bash the door down, or at least try. Requires strength, you attempt to bash the door down, it's not very stealthy and it's highly noticeable, but it gets the job done.
- Use magic to open the door. Stealthy, unnoticeable and damn cool. Abracadabra-open-sesame!
The door you come across is an Iron door, a tough enemy indeed. But nothing pure brute force can't stop!
Iron Doors. Iron doors are complex doors they are found in jails, palaces, treasure vaults and sometimes inside dungeons.
- You can pick the lock. Requires skill, but allows for a stealthy and unnoticeable entry.
- Find a key. Requires no skill, allows for a stealthy and unnoticeable entry. (That is of course if the key is not on a person.)
- Or try to damage the lock itself. Requires strength, you attempt to break the lock using your weapon. However there is a chance that you fail and the door will not open, skill in blacksmithing (or some other skill) will allow for a more precise break. Note that this is not stealthy and is very noticeable. Expect your foes to be alerted.
- Use magic to open the door. Stealthy, unnoticeable and damn cool. Abracadabra-open-sesame!
That is how I see good game design, allowing different opportunities for game-play rather than having boring old tactics used to get the player to search for a stupid key. However, if the player did search for the key, they would experience more content although there's nothing stopping them from going back.