It's hard to explain exactly what I'm thinking of here, primarily since the best example I know of a game with this sorta thing is apparently broken, the game forgotten and replaced by sequels (damn you internet circa. 1995!). So suppose a text based adventure but without any text commands (links instead) - you go north, south, east, west through the villain's lair, finding switches (like 'you see a switch, flick it?' - link), fighting guards (1 time thing, so it doesn't get abused by people 'choosing' their adventure).
It sounds like you're saying it would be cool to have a maze/puzzle to sort through, as opposed to waiting for the RNG to simply give you what you want. And, honestly, I couldn't agree more that would be an awesome thing to have. The tradeoff is they're much more tricky to program, which is why I don't have anything like that yet.
I have toyed with a couple of different types of ideas along that line. One, like you mention, would require a series of switches. Initially they're halve 1 and half 0. To "win" they all need to be at 0, and if any are at 1 you can't get through. If it's a small number, you could just guess randomly for a while until you get it, but that might not be super satisfying. Or I could program in a system of subtle hints, but then I'd have to figure out *how* to give a useful hint, and how to write code that can actually run the logic and tell you the right thing.
Another option is a chain of multiple choices. Say you've got 3 warehouses with 3 storage bins with 3 sections each, meaning 27 total options. You would know that 1 held the "solution" and others had a range of good and bad options, with at least one being particularly bad. Again you could guess randomly, spending up to 27 turns on it. Or, again, there'd have to be a system of hints. (The prize is in the second door of one of the containers. Nasty sounds are coming from the first warehouse ... something bad must be in there somewhere.) I think I've got a slightly better grasp on how to do those hints, but it's still a complicated programming task.
So yeah, ultimately I agree with you that these things would be really good to have in the game: brain power over sheer luck is almost always satisfying. As long as it's not so complicated that some people get turned away, and it's something that I can actually figure out how to do.