I’m not entirely sure this isn’t such a bad idea. Look at maps like Baron Castle and the Tower of Zot. See those one-tile-wide horizontal corridors? They really are just one tile wide; despite how the perspective looks, you can’t move any farther down into what would be the floor spaces hidden behind walls. It never feels strange, though. They just read as narrow hallways.
At least I’m not pulling a Legend of Zelda (at least, the 2D titles) and putting south-facing doors fully upside-down. That just looks weird (is Link lying on his back when passes through?), but it’s the same kind of thing where you just don’t really think about it. It’s a door going southward, and you walk through it heading south. It works.
Games are abstractions anyway. As long as I’m not inconsistent, who cares how abstract I have to be?