TNM couldn't really enumerate your options. First off there were too many, second it would make no sense
This was a problem I had with DX:IW, it would lead me through the possible options by the nose, instead of letting me think I'd thought of a clever way around. ISTR the very first challenge had an NPC in the room in a mechanical and out-of-character way telling me I could use a nade, or a multitool, or sneak through a vent... wow, you're so smart you've worked out all the angles for me, leaving me with a Choose Your Own Adventure game. Why are you still sitting around here when you clearly know everything about the game?
So good for TNM for avoiding that.
I also really appreciated the Raving Nutter situation: TNM sets out a bunch of goodies and rooms which you'd never touch when acting naturally (well unless you're playing in Bastard Trestkon Mode). The gamer instinct, to go through and steal/destroy everything just because it's there, is rightly punished, hopefully encouraging less mechanical minimaxing and more actual role-playing. I want to see more RPGs do stuff like this instead of just taking "you can choose be a good, or a evils" as the limit of role-playing.
OK... so I still smashed all the lockers up with the DTS, which probably I shouldn't have got away with...