I understand the motivation behind that decision and in most cases I think it makes for cool emergent gameplay.
It did make some levels unfinishable after one tiles type change - this problem was very prominent in the last level. I don't know what the solution to that is; maybe you're right and making it so you don't know in advance the next tile is not the solution and would go too much against the idea of the game, but then another solution has to be considered. Maybe it was just that some levels needed a bit more playtesting and would need some other level design or another set of tiles? Idk.
It really was a problem in my experience in the game and it needed fixing. Do with that feedback what you will :)