Which is a very annoying way to discuss things with others. The least you could do is to make it clear that this is what you’re doing instead of just proposing absurd solutions and have us scratch our heads whether you’re trolling us or whether you’re really that dense, because I honestly couldn’t tell.
Either way, I and many others have already pointed out the correct answer: whenever you feel such a solution is warranted, it means your game design is faulty.
Concrete for this example (randomly clicking around): you don’t want to discourage your player from using this strategy, you want to eliminate the need for it. If a world is consistent and makes sense, there’s no need for me to try to use the fountain pen on the fish. Because it’s utter nonsense and therefore can not be part of a solution in any game that makes sense. Therefore, if I feel tempted to do it anyway, it means that either your game rules are applied inconsistently, or that your puzzles don’t make any logical sense.
I really don’t need a detour around the absurd “let’s punish the player by taking away control from him” idea to figure that out.
On a sidenote, one game that does this to hilarious effect is Discworld, when you “look at” the player character. There’s tons of witty remarks that get randomly picked when you click on him, ranging from “I am not a cartoon! I’m just dimensionally impaired” to “Eeheehee! Stop it! It tickles!”, making this an amusing part of the game. But the one that takes the cake is when he stares straight at you and says something along the lines of “Alright! That’s it! Let’s see how you do without it”, at which point the cursor vanishes and Rincewind just stands there, glaring at you. After a while he goes “Oooh, allright. You can have it back. But only if you promise to use it wisely!”, and you get your cursor back.
Alright, let’s try your “reductio ad absurdum” approach: there are no boats, airplanes, trains nor cars. Only good and bad vehicles. Yet everyone with an ounce of common sense agrees that a car with an anchor is an example of the latter rather than the former.
Likewise, a point and click adventure that tries to cram in RPG elements that don’t belong in the genre is probably closer to being a bad adventure game than a good one.