I would generally agree with this statement. I guess sometimes I do things to test the parser’s limit in games also. Some of the fun I had in zork was trying to get the parser to give me weird results.
And the player free will issue had a good point above where they mention that you need to tell the player what the character would do.
I think a good example here is Suveh Nux. If you try to break an item, the game tells you that you shouldn’t break your masters things. However, there are way with spell combinations to destroy items. Now, you already know that you “shouldn’t” destroy items, but you’re attempting to break them anyway by roundabout ways. In this case, if the player destroys an item that makes the game unwinnable, he should be allowed to. (Though Suveh Nux does indicate that the game has now become unwinnable).
Likewise, Zork’s jewelled egg, indicates that it is fragile and has delicate hinges and latches. You can’t open it because you “lack the tools and expertise”. However, if you break the egg, you can get it open, though the game is unwinnable, because you damage the item inside. Likewise, if you drop the egg from the top of the tree, it breaks.
I would agree that smashing the egg to get at the item inside is a fair way to make the game unwinnable (since it hints in the item description that it should be opened delicately), though I think it’s not as fair to demolish the egg for dropping it on the tree top, when drop is accepted as an alternate verb for “put down”, and you might be thinking that your character will put the egg back in the nest or something.
Meanwhile, Zork II is frequently unwinnable because the wizard can randomly show up and cast spells on you, which can become a problem if he paralyzes you in the balloon, near a bomb, in the bank, makes you clumsy on a ledge, makes you attack a dragon, etc. This is completely random and utterly frustrating. Even with the game solution the randomness can make the game unwinnable on any given playthrough. I would say this should generaly be avoided altogether.
Alternately, Zork III is very cruel in that the Royal Puzzle seems to have a solution, which turns out to be the incorrect one involving a door leading out. You go on thinking you solved this correctly, then figure out (eventually- maybe) that you did something wrong. That one is pretty unfair, since the action implies that you did something correct (and your score increases also).
Personally, I see a difference between the Zork examples and flushing keys down a toilet or attempting to burn your own spellbook. I have a hard time thinking that the player should expect these actions to be constructive.