As an example, I was working on a project a while back that had StyleCop rules set up so stringently that nothing could live in the same file, no enums, structs, extension methods, nada. The amount of files you had to create when adding new functionality (even a minor one) was mind boggling...
The other annoyance that I often encounter at the same time is terribly long and redundant variable names, accompanied by an overdose of design patterns. ("Was it the FooFactoryInterfaceAdapterList or the FooFactoryInterfaceList that particular method was in?") An example from this article's code is GetMasterVolume() vs. GetMasterVolumeMute() --- GetMasterMute() is just as descriptive, especially when the class is already named AudioManager. There's no GetApplicationVolumeMute(), instead it nicely appears as the more succinct GetApplicationMute().
I know there are IDEs which will help you go to the right file, but it's still not as easy as just scrolling through a larger one and reading linearly. That said, excessive code duplication is to be avoided and best replaced with a function; the code referenced in this article shows signs of that, as I easily saw this fragment repeated many times, among others:
ISimpleAudioVolume volume = GetVolumeObject(pid);
if (volume == null)
return;
What you fail to see is those silos can be a prison. One of the worst experiences I consistently have with heavily "OOP-person" code is you come to a new source tree and there are so many little tiny do-nothing classes and interfaces in individually tiny insignificant files that you can't come fresh to the project and tell "where the meat is" by browsing the filesystem. Putting those smaller interfaces and glue in a few mid-sized thematically oriented source files can be a breath of fresh air relative to this.