It should go without saying that to some extent in any given role playing setting there needs to be a general set of assumptions made about the actions of the characters. Some of these are naturally built in, for instance in current editions of D&D passive perception exists to make it clear that your characters are always at least partially aware of the world around them. Generally it helps avoid the players having to state with repetition that they are not walking through a dungeon with their eye's and ears closed, and are wary that such places can contain monsters and booby traps.
However a number of GM's and even written material for the same system will omit this benefit of the doubt for specific circumstances. For instance in Hoard of The Dragon Queen a hidden door is located beneath the rug in a specific room. The text instructs that unless the characters specifically look beneath the carpet no level of success on search roll will turn up the door.
So what is the best method for setting the cut-off point to make it so that players don't feel cheated:
"Of course I would look behind the tapestry during a search! I looked under the table as well as on top of it if that wasn't made clear by my effort to take time searching the room."
But the GM can still reasonably direct towards interacting with the world via means separate from skill checks.
"I make an intelligence check to develop a plan to get across the raging river with our allotted resources"
Obviously to some level this needs to be a group agreement with minor concessions in the general social contract of the group, but I am looking for a method that can keep gameplay both efficient and engaging. The goal being to make players WANT to interact with items and rooms that are relevant and quick to pass by fluff.