The gamestage system does remind me of Unstable Equilibrium. But breaking floors and Zombs in cupboards? Denial of Information does depend on what "winning" is and also doesn't take into account that surprises are an important element of a horror game.
Since death is not a losing state in this game, even falling down into your first trap and getting killed will not fail the game. And it is a test of reaction and keeping a cool head under stress, a player has a good chance to live through the trap considering the zombies down there are still slow in the beginning. You learn from it and will hopefully look for signs of possibly unstable floors in your next pois, without any external guides or walkthroughs. And yes, there are signs for failing floors in most such POIs, if not it could likely be reported as a bug or maybe is an indication that we just didn't recognize the signs.
A zombie out of a cupboard is even more harmless, you get a shock the first time this ever happens (the horror element), most likely survive with one or two hits sustained. You obviously did not fail the game, even if you died from this, just like dying in Lost Souls is something the player doesn't like but needs to learn from.
So much to unpack.
1. yes surprises are important. But predictability is important to survival games. You can't survive, if you don't know the parametres.
2. Death is a "losing state" in the sense of it beeing punished. Therefor, if there is a trap that has no counterplay (aka no signs or paths to avoid it) and kills you more or less instantly (looking at that random mine on op of the crane) you get punished for doing nothing wrong.
Take traditional horror games for example: there are generally second chances. if the monster shot out of the wall and grabs you, you can struggle to get free and run (relatively easy to get free), evne in cheaply made jumpscare titles, there is always a way to know that you might get surprised soon. The fear of it is half the battle.
But do not forget that this is not primarily a horror game. It is a sandbox survival game. And by madmoles definition that no one else uses, it is also an RPG because there are skills you can learn.
And a sandbox, a survival and an RPG all rely on a consistent world that you move in. If there is a happy forest and nobody tells you "eh that forest is haunted dont go there" and you walk in and die instantly, that is bad design. Yeah its not a "gameender" since you can save the game right... So you die once and then you know. Wrong. That is not how you are supposed to learn. The world should give you the clues. If you ignore those clues, you are supposed to learn the hard way. (making it spooky, make the monsters look threatening, make npcs talk about it and so on) If you ignore those clues, then you are justified in dying.
3. I was not talking about cupboards and the like.
I was talking LITERALLY fake walls and roofs with no accesspoint. All made out of easy to break false floors so zombies break them if they wake up.
It is an obvious trap by the designer, not an ingame trap.
While I personally find the cupboards stupid (the amount of zombies in cupbaords wtf)... but at least oyu can argue "they tried to hide after they were bitten and just transformed over night" or something.
There is NO REASONABLE explanation for zombies in fake roofs/walls. And no reasonable explanation for mines on top of a crane or a concrete building that has one random room where the floor collapses.
I hope you see my point ^^