While there is definitely something to be said for always entering a room facing away from the entrance, that stops working so well when you can first enter a room from two different directions - either you have to have two views on the same room (which is more work and makes it harder to tell whether you've been in a given room before) or you need to avoid layouts where you can first enter a room from different directions.
It's all trade-offs, and there isn't a single best answer.
Well... Desinging mansions with only rooms with a single entrance wouldn't make his art any less noble, IMO.
Anyway, if room with multiple entrances are important to him he could use just one view of the room (more views would indeed make it complicate to identify them as multiple views of the same room) but
adding some visual clue to let the user immediately know
from which door the MC was coming in. For instance, since in this game the MC is shown... he coud just render the MC near the port from which he entered the room.
Or he could use another visual device to give the user this info.
The important thing is that
the player has to know where to click to go back. And
with current design we don't have this information. This is a
user experience flaw.
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I think for DPC is obvious how the rooms are interconnected and so which door leads were only because he has a map of the mansions he designed... but he forgets that the played doesn't have this piece of information.