I kinda hate the whole yellow ladder debate, both because, in the great scheme of things, while that exact type of signaling is probably overused, it's not really that big of a deal but... also because when the more experience designers come out to explain it, a lot of it ends up like...
But it HAS to be this way! There is no choice, people are dumb! We have to have ultra realistic, cluttered, hyper realistic environments and the players can't find anything unless we use neon colors! The player HAS to slide through frictionless content tube! And since everyone else is doing it, we have to do it even more! Better than our competitors!! Even smoother and slicker!!!
and like... it's not that big of a deal. I don't think you can actually like... meaningly long-term enfeeble players like this. Nor is this the only trick AAA devs ever actually use (look, game design is like 90% tricks anyways, yellow ladder is just overexposed)... but like... something about the mentality behind the defense, the many times I've seen this topic come up just... idk. It feels lame? Like you don't have to do any of the things you think you have to. This is why we got silly shit like when Ubisoft devs got salty about Fromsoft games or w/e while they continue to print money. And it's not like they're magic, or genius, or don't take shortcuts (lol they take SO many, they're just different ones). But the point is more... you don't have to do anything. You're making a decision.
And honestly I think it's fine to go "We watched testing, weren't happy, and decided that slapping a paint texture-projector in front of the ladder would solve the issue so much faster and save man hours instead of rejiggering a whole room that you're supposed to be in for 20 seconds". It's not even a bad, or artless decision! It's fine! But the idea that this decision is inevitable...? IDK I hate that mentality.