Yes, to tutorial zones. And unlike other puzzle games, communication is the goal, not hardness, nor mindlessness. There are some tricks, but they are always meant to teach. Frustratingly, the Witness wants to be as clear as it can be without giving things away. Most puzzle types do encourage testing random solutions. (The only ones that actively discourage experimentation tend to have a state space sufficiently small that you could brute force them without learning what's going on.)
I suppose there is one puzzle panel in the game that's arguably a mistake, at least there's a whole Subreddit dedicated to it. As for serious flaws, I always like to say that the Witness is catnip โ but you got to be the right kind of cat. Ivan and I probably argued about this late one night. I can't remember the details.