If you're complaining about the trial-and-error aspect of gameplay then it seems to me that you just want game content spoon-fed to you. No offense.
And even though Out of This World was a cinematic game, at it's heart it is still a game.
Why should there be a warning that a rock is going to fall on your head? The rumbling room is warning enough. Be careful. Look around. If you get hit on the head, you learned a lesson. Next time you'll be more careful.
That's part of the game. It has nothing to do with 80's era arcade games, it has nothing to do with artificially extending play. It's not a flaw in design. It's intentional... the game is throwing a surprise at you. If you were constantly told that a rock was about to fall on your head, then that rock wouldn't have the same impact, no pun intended. Same with the lasers in MM2.
So you're easily frustrated. I can understand that. I don't have the time or energy to master every hard game that comes my way either, and I get frustrated at hard games too. But that doesn't mean that when I have a moment to play a game, I want every step of the game explained to me. It ruins the experience.
The only warning or tutorial any game should need, in my opinion, is "It's dangerous to go alone. Take this." The original Legend of Zelda took me literally months to beat. The joy of that game was in the discovery, in the trial and error. You wander into a place where you shouldn't be yet, you're screwed. No warnings. You learn the rules as you go.
Twilight Princess, on the other hand, took me three days to beat. Everything is fed to you. Hell, you can't even go into places you shouldn't be yet. There were no surprises, no real challenges. You walk into a room, the camera pans to point out the solution to get out. Lame.
You want artificially extending gameplay? It isn't getting a nasty surprise that kills you instantly... it's making the player struggle with a wonky, non-standard control scheme for a section of game that has very little to do with the plot. Challenge the Yeti to a snowboarding contest. Fly a bird up the river... and pop balloons. What the hell?
If you ask me, the cave section of OoTW is perfectly legitimate. You're in a cave. You've caused a cave-in. The cave is unstable. Rocks fall on your head. That's plenty easy to follow... and in a game where you can die in any number of grisly ways, a rock falling on your head is the least of your problems. Yes, the rock is there to kill you on purpose. That's the point of the rock, that's the point of the game. The game is trying to kill you. But nowadays the point of games is to lead you through by the hand so you can see every last little detail that the developers paid their hundreds of artists to create so you don't miss anything and feel like you got ripped off.
Well, I feel ripped off if my game only lasts three days and I didn't even have to try.