Brute forcing is just “A” possible way to solve any adventure game. Contrary to say completing an action game blindfolded, you just have more chances of getting to the end in an adventure game by simply exhausting all combinations as there are less of those. Or there are less that turn out to be lethal for the in-game character the player is controlling.
https://blog.thimbleweedpark.com/yay_testertron3000
Unless you kill off the player character (hey Sierra-on-line) and forcing them to reload/restart when solving a puzzle wrongly…
In theory, you could even complete a game that has all of the visuals scrambled AND is in a fictive random language.
Or complete a jigsawpuzzle with the picture facing down, where all pieces are just one out of 4 shapes or so.
And they would all be as much fun as brute forcing your way through an adventure game.
Not a lot! That’s also why you shouldn’t overthink anti-brute-force-measures: the player is punishing oneself enough as it is.
I think you simply need great puzzle design and writing to setup situations that do not drive a player brute force techniques or solving them by accident.
Even the pre-check mechanism in Little girl in Monsterland risks to become like that Madame Morena dialog.
“You see?”
“Yes, I see.”
“But do you really see?”
Etc etc