Our understanding of what makes for a fun game has evolved significantly since the 1980s. Designers of text adventures today generally agree that structured, non-natural input is a good thing and reduces frustration in the end. I can't think of any prominent text adventure designer who still pretends the parser understands English. There are also no widely used text adventure development systems that even strive to understand English in their parsers.[1]
I would understand your joke if it was made in the 1980s, but today it only shows a very old misunderstanding of the genre. (One might say you must have had to dust that misunderstanding off first!)
[1]: The systems that do strive to understand English – usually through LLMs – generally do not result in very satisfying games. They are primarily made by AI enthusiasts rather than text adventure designers.