Then I'd venture to say that the design philosophy of this game might not bode well for its longevity. The struggle from this genre of game doesn't usually come from the controls being counterintuitive but rather overengineered (I am bread) or oversimplified (Getting over it). A lot of people in the comments mentioned the controls being jarring. I'd just take note of that.
As for the level design and "having players take risks to find out" if things are interactable or not, I'd caution you to reminisce on that and verify that's actually what you want. This is a pattern many devs fall into and it ruins games. Someone, like myself, will try interacting with a poster to see what secret dialogue the devs left for us only to die the first few times then genuinely stop trying. For the rest of the game, after they've been trained not to interact with anything, players will ignore anything you leave around. This is something the lead designer of Civilization IV, Soren Johnson, commented on once: “Given the opportunity, players will optimize the fun out of a game.” If the cost of dying and retracing one's steps to get back to where they were outweighs the possibility for interacting with something, players will take the optimal path and just ignore it.