Some games will avoid this by switching the one click mechanism off if such scenes are about to happen, but that can be a bit clunky, too (it takes away the surprise, and depending on how you set it up players may have forgotten how to get from one room to the next the classic way).
One of the best executions I've seen, were on the cinematic side of things: If you're in a room and click "Garden", it would make a (roughly 300ms/room long) cinematic animation transitioning the hallway, the lounge, and finally the garden. If during this cinematic some random event triggered, it would abort your movement and impose it to you (usually along a button "I'm in hurry" or something to bypass the event).
The obvious downside, is that this errs on the "awfully complex" side of things: You'll need some AI processing just to trace the route between your room to the garden >.<
To be fair, I still haven't played anything but the original release. Still waiting on the public release of the update. Thus, door clicking is all I know!
I may add, that "door clicking" adds to the immersion.
But pretty much this, no door clicking? Wait, this game isn't a point and click anymore??
Jokes aside, interacting with the background instead of an interface adds to immersion, but interfaces are infinitely more convenient (hence why they exist).
You can support both or support only one, but supporting "bits on interface and bits on background" is what tends to confuse people ("What do you mean that I must use the door to go from A to B, but to go from B to C I must open a menu??")
As long as you decide in either one or both and keep them, it should be fine
As long that you don't make a chore to make simple operations, of course...