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There's no reason to demand that everything is highlighted and GPS-tracked for your comfort, because again, anyone who wants that can look at a guide or just play the game a couple of times and learn these things themselves. Things being out of the way is good, because it encourages exploration and being attentive, unlike games where everything is handed to you.
I understand your issue is specifically those scenes with the apparent hurry involved, but again, you'd do multiple playthroughs anyway to get 100% naturally without guides. I don't see what the issue is. If you want an adventure line and know everything you could play RE4 and have an IGN guide open on the side, to spoil every last bit of surprise and enjoyment you could possibly have with the game.
The Guest House stuff is less "surprise and enjoyment" and more like old school adventure game moon logic ♥♥♥♥♥♥♥♥. It doesn't add anything to the game except tedium, the rest of the game is absolutely perfect.
Open worlds where you literally can't miss anything that have no agency to anything you do have really warped your perception.
It's fine to have things you can miss in something intended to be played multiple times.
It isn't about being missable, it's about the way these items are poorly placed within the world. Open world game design has nothing to do with where these collectibles are found.
RE7 though is a game that will take no more than 2-3 hours if you speed through it. And again, if you're going for 100% you're likely going to use a guide anyway, or you simply want 100% because you've spent a lot of time on the game already and just want to challenge yourself to complete everything there is to do.
Regarding the whole "in a hurry" argument, a lot of games do that, including a lot of the RE games. Where you have scenes where characters imply one thing, but the opposite is true. It's pretty common and nothing out of the ordinary for a character to declare hurry, but then there's no time limit.
A great example is the first favela level in MW2. After capturing and torturing an enemy informant you're sent off to capture another person. After reaching a certain point you'll get a checkpoint and then you're told, over radio, that you should hurry up to not let the guy get away. You're being very much encouraged to rush forward and "make use of your flashbangs".
On VET difficulty that level is a doozy. You're bound to die a ton of times even if you're going slow and being methodical about it, and now you're under time pressure? No. There's no time pressure. There's no on-screen timer.
You can stand there for 10 minutes and nothing will happen, besides the NPC shouting at you over the radio. I'm sure there's instances of timed gameplay in CoD without an on-screen timer, but that specific level has no timer for that part of the mission. The game implies hurry, but there's actually no need for it. It's all smoke and mirrors.
Sometimes that just what designers do. For one reason or another one thing is implied, when in reality it's not true, or maybe just partially.
As someone else said your post is an overreaction to a trivial "issue". If the game was 50 hours and only had 1-2 instances of a hidden note or sth you'd need for 100%, yeah I could understand your frustration. Because if every note is handed to you save for 1-2 super hidden ones, that'd be annoying. But that's not what RE7 does, and it's also not a super long game.
Requires the RT version of the game. Blame the devs for overlooking this and never patching it in, because RE8 had it.