I agree they were pretty hard to win, but at the same time, when you figured out the solution to a puzzle it was pretty satisfying.
Modern IF games play with this trope of "hard to guess the exact words/solution". Some will incorporate the wrong input into the theme, as in that spaceship game were typing invalid input will make the game respond with "bzzzt... didn't get bzzttt that... you're bbbzrzzt up, can you bzz repeat?".
In others, like Spider & Web, where you're being interrogated, the "wrong" action will make the interrogator respond "that's not what happened, don't lie to me".
In "Photopia" there's a maze puzzle you cannot actually win because the game is intentionally withholding information from you. When you give up, the game frees you by telling you the one detail you missed.
I do agree I didn't finish most of the "oldschool" text adventures, though.
I got pretty far in a few of these but only finished one. I think the pc versions had better in game hints than the Apple //e ones did.
I have no idea what I can type, or do with things. It's difficult to discover your abilities by flailing around. So I never end up finishing any of them, which is a shame.
Would it have been so hard to give a rundown of the vocabulary and parser to players?