Yeah, making crouch jumping a requirement, while for many of us might be trivial, really is just poor design. It's a failing in a thing called 'conveyance'. For another example, invisible walls are also an issue of poor conveyance, cause they do not convey their mechanics to the player.
So in this courch jumping case, if it is so important, than by default it should automatically do it for you.
If it's not so important, then normal jumping should be able to get you everywhere that the game requires.
They're putting a needless and unintuitive 'feature' in to trip up players. It doesn't make it any more engaging, it just literally seems like an oversight by the creators who are just automatically in the habit of crouch jumping. One of those old game designer trip ups infact, you get so use to playing/testing your own game while developing it, that the glitches, awkwardness or other issues don't even register for you cause you are so practiced you just automatically avoid them.
It's why it's important to get play testers, and a good sample of playtesters, like literally family members who are likely non-gamers, they will often give you the best feedback(not meaning advice from them, but from observing them. Like the guy in that video posted above a bit, who demonstrates exactly this)
It would be kinda like if you had to hold ctl + mouse click to shoot. Sure, it's trivial, and sure it may become second nature to people... but why should it be there in the first place?