General game convention has it that for non-puzzle games, unwinnable states need to be a game-over, give some clear way of escape via death, or at least a message.
Traditionally, such "unescapable but no way to die states" have been strongly associated with bugs. In fact, this correlation is so strong, that if this happens, it "feels" like a cheap bug, whether it was an intentional game design decision or not.
Again, the exception is with puzzle games (and to a lesser extent, card games), were part of the game is wondering if you are stuck or not. AVWW is not really a puzzle game though.
Some games deal with this by providing a "suicide" button, especially in cases where preventing all such scenarios is impractical (often, games with dynamically generated levels or strong use of user generated levels)