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It's not really meant to be intuitive to begin with. The game's design is based on how old games used to work. It rewards exploration, attention to detail, and experimentation. It's a really distant concept by today's standard of game design that goes back even before games like King's Field.
And that's the right idea =D
You just gotta take the time to screw with stuff.
If you play with a melee focused build, the opportunity to use magic on the environment and discover an interaction could be non-existent. I'm saying this as someone who likes to hug walls and hit strange objects with my weapon in this game: the thought of using magic on objects never came to me naturally.
The gates on the catacombs I just got lucky since I was rocking the vampire sword you find there. Now why would I be shooting blood magic by that locked door behind the castle? The object there looked more like a keyhole to me.
I think this mechanic should have been signposted in some way. It's not even mentioned on the manual iirc.
For the gate, you're told in a note it's a vampire castle, and I believe another note mentions they used their cattle to open the back gate? I'll admit that's a bit of a stretch, but you also probably just finished using blood to open up half an area, or you go to the forest and find out how important blood is in this game.
There's a signpost by the locked door that's says "Cattle Cell" and I assumed that was a typo. I had no idea it was a home of vampiric creatures until I entered it. Never had a need to use the one blood spell I had until i used it on the door and I only did that because a steam guide mentioned using magic on objects.
For a hint: It's reached through the Temple of Silence