I think forcing to move on might frustrate some players like "no I wasn't done why!?!" unless there's some game mechanics that justifies it like from the start saying "you only have time to investigate X" but that requires narrative justification. I think focusing more on what matters, both in the length of the description and the number of interactables would probably be better. I think there's a tendency from players to view everything that is in a game as content to consume and to not want to "miss out" on anything and can cause players to mess up their own experience (eg: me playing an open world RPG and doing all the side activities and then quitting because I am bored). Just my 2 cents.