Very much agree.
I'd also observe that "brute force" here is an O(source * target) problem, where a source/target pair is some expressible command. e.g., you can't usually combine two locations on the screen, but you can try to combine any item with any screen location, and in some games, any item with any item. Some games add a term for "verb" to that as well, though most games nowadays wisely realize that's not really helpful.
You can see the core reason why people complain about "moon logic" isn't really that the logic is weird. I don't think that specifically bothers too many people. Often it's part of the fun in a way. The problem with "moon logic" is that it means I can't cut down on that search space with common sense or clever-but-grounded logic. In reality rubbing my cat with a piece of tape to pull some hair off of it so that I can wear that tape as a fake mustache is not a sensible option to consider, which is a real part of a real puzzle [1], not just something I made up. A game that consider that a solution to a problem is a game I have to rub everything on everything and it is not just "gamers being lazy" that they don't want to perform hundreds or thousands of possible actions, where all but one of them will result in failure, and depending on the game, some of them may even result in "game over". That's terrible design and that's not the player's fault.
[1]: The classic Old Man Murray article, for today's 10,000: https://www.oldmanmurray.com/features/78.html The rest of the puzzle isn't exactly a tour de force of logic either.