To be honest, I can see the purpose of these "time-wastes" in certain circumstances. Although, I'm not really fond of calling it "time-waste" since playing games is a pastime already and "time-waste" isn't really much of a critique, but still I see what you mean.
Without some of these sacrifices though a win won't be as substantial. In this particular case I'm thinking of games like Souls or even Battle Royale games such as PUBG or Fortnite where defeat isn't necessarily a fail state but a part of progress. I can even say that some of my favorite moments in Souls and PUBG are during matches/sessions where I end up dying/losing, so to me it isn't as simple as death = waste of time.
Having played The Witcher 3 recently, I gotta say having to re-loot a section + re-do all inventory management after dying can be frustrating as hell. It's one thing having to run back and restart a boss, but all the micro-management is really frustrating to do all over again.
Yeah, I think we kind of see eye to eye here mostly. It's really the repetitive, pointless things that get to me in these games. For instance in Hollow Knight, there is a walk back to a boss that is simply empty space, just for the sake of
taking time. It's like... What's with these games and not allowing to retry bosses instantly? HLD did that, and it's one of the most challenging games I've ever played. Are they averse to the idea of not wasting the player's time and having some quality of life?
Now checkpoint-based exploration, I can get behind, because it's about pushing a little further every time and it'd be even better with an element of procedural generation between deaths.
It is far too late and I am exhausted but hopefully this is coherent - I just want to clarify what I mean by "false challenge".
I think it's important to me to distinguish between actual challenge, e.g. a hard battle that you can learn and retry and get through, and time wasting, e.g. multi-minute endeavors to get back to the thing that you died to that offer no challenge whatsoever. Furi to me is probably the absolute worst offender ever for this - it is only boss fights, and after the first couple I could (usually) get to the 3rd, final phase of each one on my first try, but then I would die (all 3 of your healthbars) to that one because of the completely different design and spike in difficulty. But you have to start at phase 1 every. Single. Retry. The thing I did the first time... the thing there is no way to speed through... it was bad enough where even though I liked the game I just stopped playing because I had no patience for it.
Games like Sekiro and Souls vary wildly in how much they make you redo completely trivial things. It's not necessarily a problem that a death itself is punishing, but forcing you redo trivial things that you've already proven yourself against is a design flaw in my opinion. The final boss for the "true" Sekiro ending resulted in me just cheating to finish it because, again, I got to the FOURTH phase on my first go and died, and those are not short phases. I just had no desire to redo those same stupid chip-away-at-giant-health-bar fights for another 10-15 minutes for each go at the actual challenge. Hollow Knight is guilty of this too in their "true" boss battle, where again you have the time waster of a phase that means nothing and soaks up your time before going on to the part you'll die to 15 times at least. Even Thumper did this in their "boss" levels, and that's a rhythm game so there is literally no way to speed up the retries or get better at the parts you already cleared.
There are games where the actual entire challenge is potentially long and there's no good way around it, like a tactics game where the challenge is "clear the fight" and sometimes that can take a good half hour before you fail, but it's one continuous encounter. To me, that is different than boss phases or making you wade through mooks over and over because when you retry the battle you are immediately facing what stopped you before, whereas in the other examples you generally aren't.
I think Hyper Light Drifter is a great example overall of how to actually handle challenge. I remember one room I died in probably over a dozen times, no bosses or anything, but it was satisfying and fun because the entire time I was working ONLY on that challenge because you respawn at the door to that room. Your actual downtime is like 2 seconds tops. Most of the boss fights were hard and fast and only had one phase, they just escalated as they got more hurt. There was another area where the checkpoint was worse and you had to redo more (I think it was one of those smashy-block corridors) and it stood out.
MO: Astray has a few missteps here but also handles the like 400 deaths I had well, with extremely close checkpoints and maybe only 2 or 3 times in the whole game did I really have to redo things pointlessly.
I definitely don't hate hard games. I hate games that don't understand what hard means.