rohand
Cipher
I believe certain doors should be breakable to offer an alternative to finding a key.
Since it is the "easy" solution it should come at a potential cost, that makes up for some of the effort you just saved. Because otherwise everyone would just break every door.
Which is where we get to "risk and reward". If there is a certain risk in breaking that door, you might reconsider it. Taking that risk is the fun part.
And then you gotta ask yourself, how to design that risk and/or potential punishment appropriately.
You could say "It will attract enemies" and for a Thief that might be a risk.
But what if you play a warrior? Then enemies might not be such a problem.
So you gotta add some extra spice to the whole situation.
So your weapon could break, or you could take damage from hitting too hard, or you could give doors extra defense so it takes really long, or you could damage the door in a way that it doesn't open anymore at all, etc etc.
Looking at it closely, breaking doors is definitely a gimmicky feature - but it's been part of fantasy games (especially tabletop RPGs) for such a long time, that it's just become commonplace.
You could have a progressively dangerous broken door - i.e. the more the character tries to break it, the more splinters and sharp ends protrude, dealing more and more damage back to the character until it's finally shattered. Perhaps a state/condition with the splinters?