I think the discussion point here is that game devs and artists create a visual language for communicating to the player on elements of the game and their importance, and from simplifying some elements to be the equivalent of a pointing flashing sign that it's a reflection of their opinion on the ability of the players to understand their mechanics vs their visual language/mechanic being flawed to begin with
if you were directed in the game to go towards paths that would have inaccessible content, then I don't think painting the ground yellow says anything other than "hey idiot, stop looking around, its over here!", which, to be fair, IS strictly better from a user experience perspective than to simply get stuck due to lacking indication or direction