Thanks, Evelyn!
The team who failed to complete the Block and Tackle in this episode (we met them before and afterwards) did seem to have their dungeoneer continuing to walk forwards towards the wrong exit when the floor fell away. Had the dungeoneer sidestepped to the right they might have made it through. But I agree with what you put about the unfairness and duress caused when encountering the room for the first time!
The problem they had was the dungeoneer entered at a 45 degree angle pretty much facing the left exit, so that likely motivated them to send him forward quickly to that exit, unfortunately he had no chance of getting there before the floor fell away. It was a rotten starting position for the dungeoneer. Is this part of the artificial difficulty element, to make the same rooms vary significantly in difficulty for different teams?