Hehe. I must say I don't like being stuck at all. I guess if I had to choose I'd rather have a game be too easy than prone to getting stuck and forcing me to look at walkthroughs to get through. It's probably the reason why adventure games aren't as popular anymore. It's just too difficult to design puzzles that aren't too hard or too easy, but just right. I think the key is giving good feedback, so players know things like whether they have the needed item to solve a puzzle, or the area they need to do something in order to advance the story. I guess the ideal system would watch players' behavior and gradually nudge them in the right direction after a certain period had elapsed. Then again, it's easy to go overboard and just give them the answer, which I don't like, either. In any case, it wouldn't be hard to have a difficulty selector for folks who like getting stuck.
At any rate, the casual adventure games are getting better and better. I really enjoyed Safecracker.