It does seem anomalous doesn't it. That's the problem with how games handle routing. No Sim/Peep ever has to "look for" things, and neither do they ever remember or learn.
Thing is, in RCT1, 2, and 3, which Planet Coaster surprisingly ignored a lot of gameplay from, guests were intentionally stupid until they bought a park map.
It's that easy! Make them wander more aimlessly, desire things but pretend not to know where they are, etc until they have a park map in their inventory. For some reason this mechanic was ignored.
I'd rather everyone have to walk to a stall and get a map to know what they want to do, than open a park and watch a river of people automatically flood to the coolest coaster instead of...exploring.
There should be guests that prefer to wander, too, and guests who get mad if they don't have immediate access to a map, to encourage proper information booth placement and inorganic or widespread parks alike. In scecnarios where the info booth isnt immediately unlocked, you deal with guests getting lost, and must build carefully and condensed to start until you can get it. In scenarios where it doesn't exist at all, simple paths are the best and making sure everything is on a main thoroughfare is a necessity. In scenarios where you get it ASAP, place one down right away if you can afford the running costs, and build how you please, or start slow and simple. A marketing option that gives away free maps at gas stations or something to make people aware of the park and everything in it. Maybe ti could even take a month after a ride is open for the map to "update" to have it on it, and people with outdated maps are all "oh wow I didn't know this ride was here it's not on the map!" or something.
There is so so so so much they could do with something as simple as "having a park map" and instead they went the "everyone knows everything automatically" route.