You know this already, Amanda, so this isn’t really directed at you, but I should start by saying that doors are generally uninteresting for reasons Brian has already mentioned. They are realistic in the sense that buildings and houses have lots and lots of them, but reality, unfortunately, is no game.
I’m pretty sure that you are of the same mind, because I recall that the doors were quite trouble free in, say, Fairest.
E: though I really should disclose that I have two problem doors in my own WIP.
Without knowing more about your intent, it’s hard to say. Are the doors mysterious? In the old Resident Evil games, keys and doors were matched by a visual indicator. A door with a shield emblem and a key to match. Resident Evil 2 used playing card suits, instead. An image or motif (even if not very relevant) is likely more interesting than a color or direction.
However: perhaps indeterminacy is part of the design, in which case they should all look the same. Perhaps compass directions don’t even work there, and the player must write on the doors like the cubes in Spellbreaker. Much depends on what you are trying to do!
If the place is just a constructed hub in a constructed structure that is not meant to be confusing AND it would be beneficial to have doors, I would go the Resident Evil route and use symbols or figures to represent each direction. Just because it’s more interesting than compass directions, and because they can participate in your fictional world if desired.
If the doors have purpose or very different destinations, the doors could match the destination: airlock door, reinforced metal door (understood as metal door of course), cell door, and whatnot.
I think I’d only use cardinal directions and matching doors if I was building a maze.