That makes the OP article sound like clickbait, making doors out to be the most difficult thing about game design.
Also, I wonder how much of it is due to the disconnect between design and software implementation. From a software perspective, it doesn't seem that difficult to define doors as a separate class or type of game object behavior, and hard code that behavior into sequences.
It seems like the difficulty is mostly on the design/animation side. Controversial opinion: Maybe the problem is that designers and animators are just not as good at solving these logic problems as the software engineers.