Unexpected locations for mobs makes sense and fits in with the game: you need to be careful to survive. At the same time, it’s not a chore if you are paying attention, so it retains the fun.
While the locations are randomly located, there are specified layouts. For example, that room with the terminal warning you about killer robots if you unlock the door? It has one or two designs that are rotated, but will always be in that format. It is merely the location of those two connected rooms that is random. This allows the environment to give you enough information to avoid the “seriously?!” kind of deaths that are just frustrating, rather than “lol the RNG screwed me over again” or “well I did something wrong.”
(I think I may have misinterpreted the tone of above posts, and I apologize. I put too much effort in to want to delete it. X) )
That said, I feel like adding bowel movements to the game is focusing the details too small. Survival depends on eating and drinking, so those are important. Worrying about having a place to take a poo? Maybe useful, so you don’t get ambushed with your pants down. Actually making the player manage that? It’s like telling them to count grains of sand because if they don’t take out all the green ones they’ll be severely handicapped. I’d rather people spent time on more environments to explore, mob types, tools, etc.