A lot of times you can substitute a map dialogue without really losing anything. It's possible to make it impossible to proceed with a map dialogue, just block the way with invisible walls or a force field, etc, or don't tell the player where to go.
Another option if it's on the ground is to use a contact reskinned as a console. That has the benefit of allowing the player to interact with it multiple times.
The problem with the failed dialogues is they minimize on the screen and that might be confusing to some players. Looping back is probably a better alternative in general, simply because you avoid that problem.
Keep in mind that with non-failure dialogs, all the player has to do to continue is minimize the dialog.
Players don't know that by and large. If they don't know what to look for, telling a map dialogue apart from a story dialogue is not very easy. Not to mention, they won't be able to continue if, for example, that force field only drops on a "Dialogue Prompt Reached" set to the "success" outcome.