This trope is the solution to the general problem of designers not trusting players to actually be able to play the game without handholding. A game's narrative should be good enough for me to want to stop and listen to what someone is saying instead of the game itself stopping and forcing me to. Levels should be designed where getting hopelessly lost isn't a possibility and/or exploration is rewarded. The objectives should be logically presented so that I don't need a diamond pointing me to where I need to go at all times.
It is weak design because using it frees the designer from creatively thinking about how to make the game engaging to the player without severely curtailing or simply removing player agency. They don't need to do intelligent scripting when they know that they can just take camera control away from the player or block his progress whenever it suits them. So no, this is not a solution for a complex problem as you call it.
Wow, I really can't disagree more. There is absolutely no way to write a story that will appeal to all people. Case in point, there are plenty of classics of literature that many have no interest in reading.
You are talking about a problem that has existed in games for decades -- 'what do I do next'? In some games, like old Infocom games like Zork, solving that essential issue is practically the game itself. You're talking to someone that has notebooks full of hand mapped dungeons.
But we don't need every game to care about that. Not every game needs to be about problem solving, exploration, or intense 'must watch/listen' dialog. There is room for games that just need to get you from one zone to the next zone, and often the best way to do that is have Joe NPC lead you there. That's not 'weak design'. In fact, it's solid design if your goal is to ensure the player isn't lost, and for some games, that's a huge positive. You don't like that? That's fine.
The game I'm playing now is Shadows of Mordor. It's a great example, because some missions have Joe NPC talking to you as they walk towards the next key zone. If you move too far away, they stop talking. If you stay close, you autowalk. It's smooth, and it works.
There is absolutely no way to write dialog so good that you guarantee 100% of players listen. Heck, I play with the sound muted sometimes, because I don't give a fruit fly. You also can not simply have the NPC walk there on their own and not leave a marker, because if you did, you'd leave the player in a sea of desert with no idea where to go. That would be weak, terrible design. So would simply doing a cutscene and teleport, like in the old days.
As much as you may hate the 'locked door'/'walk' mechanic, it's there in some games for a very good reason. I'm more than happy to map out my own way in Legend of Grimrock, a game designed around the concept of exploration/discovery. I do not want that in my hack and slash, I do not want that in my cinematic action game, etc.
I realize some games overdo the 'arrow to next quest'. I'm not even sure why you brought that up, since it's not really what we're discussing. But some games overdoing something doesn't mean the core design concept isn't rock solid.