I can honestly say I haven't run into this problem at all.
It's actually relatively easy to tell where you're supposed to go in The Last of Us to progress the story. There are a lot of subtle, and not so subtle hints given to you through certain colors, lighting effects, and etc. which tend to tell you exactly where to go, so all you have to do is refrain from going into the direction you instinctively want to.
Last Hugh Alive said:
I'm still enjoying the game's writing like most everyone else but there are quite a few irritations in The Last of Us. For me it's the stealth. Sometimes I'll be in a stealth scenario where I'd prefer to slip by but it isn't clear where the room's exit actually is, or if I'm required to take everyone down before I proceed. Or how the camera gets way too close. Or how sometimes sneaking around the blinded/mostly-blinded infected isn't even an option because the developers intended more of an action-y bit to happen so they just seek you out.
I just find that the more a game challenges me and has my head banging against the wall, the more you notice the things out of your control when you fail.
Yeah, I know how you feel. I'm actually relatively good at stealth games, and I play a lot of them. The thing about The Last of Us, is that the stealth is really iffy. There's no cover system, no indicators, nothing to tell you whether you're going to be seen by someone or not. While this makes the game feel organic and realistic, it's also terribly annoying at times, especially since it seems that the range characters can see you at is fairly inconsistent.
Still, at least if you screw up the stealth gameplay it doesn't just force you to retry it. There have been a number of times where I just said "fuck it, molotovs" and everything worked out just fine, which I can really appreciate.