This is the major problem for me. Because when you clearly mark all the interaction options (as in a branching dialog system), it is easy for the player to go compulsive and feel a need to go over evey option. At least this happens to me in adventure game where I fear to miss vital clues to puzzles or storyline and goes through all options even though I would not really want to.
Duchamp once said "Il n'y pas de solution parce qu'il n'y pas de problème." I believe you can turn this around as well: if you stumble into a problem, remove its cause and you don't need a solution. In this case: if you remove puzzles and storyline, the problem dissolves.
I also think that everything in the game should be worth doing or it shouldn't be in the game. So you should be happy if players try to find everything. It's their choice. Just make sure that you never
require it. So they
know it's their choice. They are smart enough to know that if they play like that, they are giving up some of the visceral immersive enjoyment of the game in favour of another type of enjoyment.