There is a difference between "I leave the car" Syndrome and skipping over meaningful dialog.
I leave the car is when the roleplaying is bogged down by tedius declairations that should be considered without asking or done in one statement rather then multiple.
If at every door you paranoid the players then you bog the game down because suddenly every door is a big deal. Where the paranoia actually stops being a tool to draw the players in but rather a detriment that detracts from the game.
In a perfect world, a GM would never have to prompt players
I disagree, sometimes running a game is a lot like running a movie and the GM is like the Camera. A perfectly ordinary scene can suddenly be very important if only because the GM points attention to it... and that can be a very good thing if the GM is aware and doesn't abuse it.
This is especially important because many of the most scary, exciting, and intriguing things are subtle and even said in passing.
So even in the perfect world the GM would need to prompt players.
The worst are GMs who prompt players just to make them do a mistake.
The WORST "GM killed me" situation was in an Eva Genesis game where I of course didn't know anything about the anime, never watched it, and never really heard it. Now I was assured that I wouldn't need to know anything. Yet the GM put me incharge of a class only because my lack of knowledge would actually kick my character from the game. (oddly enough the players actually were on my side in this situation and outright said that this was a trap).