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All the game adaptations of the universe are amateur and fan made, which means realism and logic wasn't a priority over something like this.
In the earliest versions of Containment Breach the entire, full base, was randomly generated without any pattern, which brought some issues and the original dev didn't see sense in having reinforced tunnels and dangerous SCPs lined up directly connected with offices and stuff.
From a logical standpoint you could argue it's setup so that the most dangerous entities are held in the center of the base with LC and D cells on one side, on a lower level, and the offices torwards the surface on the other side. The CB version of the base is larger with plenty fake doors to areas that don't exist; this game lacks a lot of those rooms currently.
I don't know why i wrote this and i don't know if i don't wrote something wrong (i'm not from England or USA but from Poland so my english isn't perfect).
You have to think that some of the SCP's in LCZ are just items however they are very powerful items. Like ones that can make you immune to stuff or transport you to another plane where you are untouchable. If some one wanted to break in and try to steal something, they would have to risk going through HCZ for it. The ultimate safe.
But yes, there is also logic is keeping dangerous things closer to the surface since reenforcements can get there must faster to deal with any situation that arises.