Someday theres going to be a video game RPG with destructible environment aspects built in so you can do to doors and walls what you do to monsters (and get fined appropriately) and itll blow everybody's minds
Tbh it feels like a Bethesda Sandbox type mechanic, or would if not for their marriage to an engine that cant do it
This is kinda what the immersive sim genre is built around, isn't it? It's a genre designed to push buttons in the brains of people who ask "why can Cloud stab a building-sized robot to death but not break open a barred wooden door?" by letting them put points into Strength and then having the door be an interactive object that can be broken through with sufficient strength.
It's not perfect by any means, video games by design
can't be freeform because of the limits of programming, but playing, for instance,
Prey (2017), there is a tremendous amount of intent put into making traversal ability- and object-dependent, such that when you find yourself thinking "can I use my abilities to just Go There" there's a good chance that you find that you can use, say, the Goo Gun and your ranks in Jumping to reach this impossibly high place and bypass that locked door or those hostile turrets.
When it comes to RPG, it's what Larian seems to have spent no small effort attempting with Baldur's Gate 3. I got distracted by other stuff and so never went that far, but when the game gives you a jumping ability, you can in fact use it to jump and reach strange places, and when a door is locked, you might find that you have the strength to bash through it.
There's a... complicated negotiation effort through it all. In a way, the more freedom you give your player, the more you draw attention to the part where that freedom is restricted. If the game is
absolutely railroaded, then the player must simply grudgingly accept the rails, and on the plus side, doesn't find themselves wondering if
this obstacle could be bypassed by clever navigation and use of abilities, because the game has clearly signposted that it was impossible: Every wooden door is as strong as an armored vault safe, every waist-high fence is as impassable as a twenty-feet wall of granite, and the game
never deviates, so you can just accept that and roll with it. On the other hand, if
many doors can be punched through with strength, then the one door that
can't because it would break the plot draws immense attention to itself, and its experience is all the more frustrating for the freedom that surrounds it, and if jumping can get you over
most waist-high walls then it's only stranger when you run into some invisible wall somewhere else.
Games deal with this contradiction more or less gracefully, and players have a different tolerance for them. I know people who find the BG3 approach only more frustrating than the FF7 approach, because BG3 gestures at the idea of being adaptive and responsive to player creativity but definitionally can
never be as creative as a human GM and so the closer it tries to approach it the more attention it draws to its own limitation. Myself, I find the layer of abstraction that makes my characters' abilities real to the gameplay but not to the narrative in a way that leaves me wondering "okay, but what can Cloud actually
do?" endlessly frustrating, and I've merely learned to put a muzzle on it and let me distract me minimally over the decades because that's just how 90% of all video games work and I couldn't play them if I let it stop me.