So, the downsides of rushing reveal themselves--we're basically flying blind.
The upsides of rushing are also clear. So is everyone else. In a very real sense, what we are walking across is precisely the 'Default' setting of whatever Situation is going on.
Now, knowing what we know now, I'm starting to get a grasp on what might be going on.
First and foremost, These spirits did not kill this village. And in fact, it seems a safe bet that this village was killed by men, not spirits.
Why?
The spirit wards are still intact.
They haven't been actively maintained either (And we know that this is a concern, that regular pressure or clever spirits can punch holes in them) based on the amount of moss that we've seen there--which means that the spirits here do not regularly pressure the wards here.
Now, as we've established, the spirit horde here is extremely aggressive. They accused us of trespassing, murdering, thievery. These are hungry ghosts. They died badly, and are lashing out externally.
I think in light of that, that the true identity of the spirit horde are the former residents of this village, slain by banditry or some asshole Cultivator--likely long before we came to the Sect. They were contained, pacified, and otherwise kept under control--but something changed recently.
There are people in this abandoned village.
Which means these people got past the spirits somehow. As the village has been long ago abandoned. The most likely possibility is scavengers picking at the bones of a dead village for treasures, which enraged the hungry ghosts and drove them to madness.
Now, the question is--were they trapped here after agitating the ghosts? Or do they have some kind of talisman that allows them to avoid notice, allowing them to come and go as they please.
That aside, while violence is certainly a solution here--indeed, if we somehow manage to slay the pack of ghosts, we'll win and get the full 25 points, great strength is always accepted as a correct answer. But no doubt there is an opportunity to be had here for greater rewards by solving the root of this concern, hence why something like this was offered up to Outer Sect disciples first, and Inner Sect only later (Because it does need to be sorted out). Likely, if we can appease the ghosts and set things right, there will be a potent reward above and beyond the points.
Or alternately, if it is indeed scavengers (And not, say, an old priest who might know more, which would make setting them to rest again easier anyway), they themselves might have a useful treasure that let them get here in the first place.