This is working as intended.
Background:
In classic these doors will only show the text if clicked on while in "Info" mode, and they will also open, the same as when clicked on in other modes.
The text that the doors shows seems to suggest that whoever made them did so on the understanding that the door would be examined but not opened. For example, the door to Mynisera's room has a warning about a royal seal, and if you open the door or go in the room, the guards attack you. However, in classic, since clicking the door even in info mode causes it to open, the warning doesn't serve its purpose.
Also, other door messages talk about sounds or smells coming from across the door, which makes more sense if the door is still closed (Well I guess they sort of make sense while the door is still in the process of opening).
Another issue is that the messages are easy to miss if you aren't using info mode.
For DFU, to solve these issues, I made it so the doors work like follows:
1) Show text in all modes, so it won't be easily missed like in classic (and since the messages don't really require the player being in an "attentive" state anyway. For example, in Castle Wayrest they are used as spoken messages from guards, not a result of player examining the door)
2) Show the text on the first click, open the door on the second. This allows the warnings on Mynisera's door and elsewhere to work like they were probably intended to.
BTW it's good to have this info but it's kind of overwhelming to have so many issues in a single post. The above is just one I noticed that I could explain. I think it would be better to have these as individual bug reports, including what the streamer's DFU version, mods, etc. were. I know that's a lot of bug reports, though...