It sort of read like the artificially constructed examples of play you’d get in the DM’s handbook though (since these are written with the intent of showing a particular mechanic as smoothly as possible, they tend to have unusually cooperative players and DMs).
I wonder to what extent this sort of thing skews the training set.
That lets the party start thinking ahead a bit, so maybe the illusionist says "how about I conjure the smell of something delicious wafting in from out a back window – that way when the rogue manages to sneak up and untie it it'll hopefully pop right out the window by itself".
Whereas if after the stealth check succeeds you give a bunch of subsequent unexpected checks the player might feel a bit aggrieved that you hadn't signalled how much work it'd be (especially if it uses skills they aren't good at and would have avoided relying on).
I think the specific thing I didn’t like in this example was the presentation of a specific path to the player. Although taking a second look, it seems the autoDM just presented it as a potential path, so maybe it isn’t so bad.