I feel that many early access games have issues whereby something which might seem intuitive to you might not be present in the game and likewise, something which was not obvious to you has.
Example: Finding clothes but not having the scissors to cut them up to make bandages only to find that you could tear the clothes without scissors.
This is something fairly common in large scale, open world survivalist games that take a heavy 'simulation' approach but it's not exclusive to early access.
There are many examples (I'm not going to cite) of large games which have limited the player in their actions. I can understand this and although it's annoying it's what I've come to expect from the large developers. For them, money is the focus and not accuracy or allowing flexibility in the players actions.
When I say I find this limiting it's an indication of a game type. Often open world games, or, certainly none-linear ones.
I'm not implying that they're poorly made or in some way worse off. I'm merely pointing out that these types of games tend to benefit from an organic discovery of new methods of survival but are often limited by a lack of ways to discover these without looking to the forums or the FAQ's. In many cases this is what is required but that is something which takes you away from the game and might be considered a breach of the atmosphere the game has laboured to maintain. #TheLongDark #ProjectZomboid