IMO, “light comedy” is the default for point-and-click adventures, too. (Even games that aren’t primarily about comedy tend to have a lot of gags.)
Those games have a similar problem: what are you supposed to do when the player clicks on the torch and then clicks on the pants?
Inventory in adventure games is almost always absurd. How am I carrying all of this stuff? Why did I take these things? Why do I have these things? Why can’t just go to a hardware store and buy normal, general-purpose tools? Why am I able to solve all of the puzzles with this random stuff I found along the way?
I think this is an inevitable outcome of puzzle-story adventure games. To have a feeling of solving a puzzle, there has to be a reasonably large number of possible solutions, but some of the options will be absurd. So the author’s only options are to answer absurdity with absurdity, or to try to punish players for their absurdity with a boring negative response.