I think you’ve nailed it here. What’s important is not that you’d need to describe every item in every room description twice just to prove to some hypothetical picky reviewers that you’re not lazy – it’s that you need to avoid giving an inappropriate response like “You can’t see that here.” when the player tries to interact with something that you’ve just told them they can see here. That’s just jarring and breaks immersion.
The proper fix is not to describe all those objects, although of course you’re free to do that if you want to. Rather, you just need to provide a more appropriate error message, like, say, Peter Pears’ “That’s not something you need to concern yourself with.”
Actually, that would even be really easy to do e.g. in Inform 7, where you could write something like:
A thing can be boring or interesting. A thing is usually interesting.
Instead of doing something with a boring thing: say "That's not something you need to concern yourself with."
Does the player mean doing something with a boring thing: it is very unlikely.
and then just say:
The junction, the countryside, the dusty path, the old king's main road, the fields of brown stubble, the piles of golden hay, the sunlight, the air, the fragrance, the flat land, the slope, the trees, the barely visible gleam of a lake, the green hills, the distant Greyholm Mountains, the smoky haze, the vivid blue of the sky and the bright cloudless day are boring scenery in the Crossroads.
Of course, in practice you’d make some of those things backdrops so that you can, say, place the sky in all outdoor locations. But even then, you don’t need to describe them as long as you just mark them as boring.