Why Are End-of-Track Signals Used In Unsignaled Switching Areas?

I've run into some problems with End of Track Signals while editing a route to enhance its detail and historical accuracy. I understand the basic premise of EoT signals, that an entire network of signaled track must have a way to know where the signal system ends.
But I'm editing a network of industrial spurs that has no signals (in my particular case, the Homestead Avenue corridor through West Hartford and out to Griffins on the Vintage New Haven-Springfield Route). Yet every single industrial spur has an EoT signal at its end.
Why is this necessary? What would happen if an EoT signal was placed on the only track leading into this industrial switching area and all the others removed?
And on a further note, there's a similar signaling object that uses a barrel as the prop rather than the tiny silver metal box shown above. Shown below, these seem to be found near the switch of the unsignaled industrial spur with the arrow pointing towards the switch. Not only do I not understand the point of this, but I also don't know what it's called in the menu.
This is proving to be a real headache in my detail-enhancing endeavors. It's causing error messages to pop up immediately upon opening a scenario, and possibly rendering entire routes unplayable. Can someone please shed some light onto this?
But I'm editing a network of industrial spurs that has no signals (in my particular case, the Homestead Avenue corridor through West Hartford and out to Griffins on the Vintage New Haven-Springfield Route). Yet every single industrial spur has an EoT signal at its end.
Why is this necessary? What would happen if an EoT signal was placed on the only track leading into this industrial switching area and all the others removed?
And on a further note, there's a similar signaling object that uses a barrel as the prop rather than the tiny silver metal box shown above. Shown below, these seem to be found near the switch of the unsignaled industrial spur with the arrow pointing towards the switch. Not only do I not understand the point of this, but I also don't know what it's called in the menu.
This is proving to be a real headache in my detail-enhancing endeavors. It's causing error messages to pop up immediately upon opening a scenario, and possibly rendering entire routes unplayable. Can someone please shed some light onto this?