Consider the case of Disneyland, which is divided into areas in roughly the same way as many game worlds. One of the “lands” is New Orleans Square, which contains two of the best rides: Pirates of the Caribbean and the Haunted Mansion.
Someone can definitely say: “Once you’ve been on Pirates and the Haunted Mansion, you’re done with New Orleans Square. There’s no point hanging around, and there’s certainly no point going back.” That’s not wrong. That’s a perfectly legitimate way to approach the park. There’s plenty of other stuff to see and if you want to get on Star Tours then you’d better get going right now.
But it’s just as legitimate to say “After riding Pirates and the Haunted Mansion, I’m going to hang around New Orleans Square for a while, and enjoy the atmosphere. Look at all this cool architecture! Look at these bricks! Do you think these are real bricks?”
And if you have time to kill after Star Tours, you could come back to New Orleans Square and look at the bricks. It’s up to you. It would be very strange if the Disneyland staff stopped you and said “Sorry, but if you’ve already been on Pirates and the Haunted Mansion, we need you to stay out of New Orleans Square for the remainder of your visit.”
In a lot of game worlds, barring the player from entering a place they’ve “finished” doesn’t make any sense. It can come off as rude. I’m supposed to enjoy this game you made, right? Why are you gonna step in front of me and tell me I can’t enjoy that part of the game anymore?
But it can also be justified by the story. If the game is about space marine boot camp, and I need to ship off to the bug wars as soon as I’ve completed the three training courses, I’d think it was very reasonable of the drill sergeant to tell me I can’t go back into a course after I’ve finished it.
Like any other decision, it depends on your goals. If denying repeated access is the way to accomplish what you’re trying to accomplish, then you should do it.
I really don’t think you need to measure yourself against the player’s bill of rights. Making something that expresses your own ideas is a lot more valuable (and fun) (and fulfilling) than making something that follows the rules.