Puzzles have the unfortunate tendency to degenerate into ragequit-inducing, map-breaking hazards too easily if done improperly, and often they are associated with poor mapping. A map that's too hard because it throws you against overwhelming odds? OK, it's unfair, but at least you can see where the difficulty is coming from: monsters tearing you a new one.
Getting stuck with a broken or sibylline puzzle? Not really the same kind of rage. It gets a player stuck in a clueless limbo, which IMO is not at all what Doom should be about. It's no wonder that in many "Stuff you hate in PWADs" threads, broken puzzles are mentioned a lot (one-time doors, no-return points, completely arbitrary behavior, unmarked switches/linedefs etc.).