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Here's the thing -- if you zoom way, way in -- the thick black line is missing for connecting rooms you haven't explored. It's easier to see with map colors that aren't brown like in your screenshot. I didn't realize this until I was like 90% done with the game.
Just have to remember where you've been and where you haven't. The icons telling you what was in that tile block you from placing your own markers down and don't disappear or fade out when you find the item there, so you basically have no clue hours in if you grabbed the item there or not and have to find an adjacent tile to place down your own marker to help you figure it out.
Worst part is if you rebind some of the controller inputs you can't use the pad to manipulate the icon selector during tactical pause. So you have to press C on the keyboard to select markers to place down and for whatever reason the game just won't accept my keyboard input unless I pause and unpause a few times first. so every time I want to place a marker I have to go through this VERY tedious process all because they bizarrely made things work the way they currently do.
For areas I couldn't reach I had separate icons for 1) sliding (->) and 2) double-jump/wall climb (^) that I used consistently so I knew where I had to backtrack once I got the upgrade. In the rare case there was an item and an inaccessible area on the same tile I'd just lay something down on a nearby tile because I'd remember once I was back in the area.
My main issue is the same as what the OP laid out. I think that's truly bad design and inconsistent with the standard that almost all MVs universally follow.