(The problem of how you engineer setbacks for the player without resorting to cutscene incompetence is a tough one, and also a subject for another day.)
But, please, come back to it. It drives me nuts. It may well be that the only thing
worse is engineering setbacks through
player incompetence by way of "there is only one way forward, and it involves doing something the player would never do if they had any alternative."
I'll admit I'm not a huge fan of mandatory setbacks in general, including such popular variants as "in this instance, the boss is undefeatable" and "whether you dawdle or sprint, the big bad gets there thirty seconds before you." But it does seem like there are
less painful alternatives, including multi-part plans where the player isn't made personally responsible for the parts that fail.