Personally, I’m kind of against them.
I almost exclusively use the saving on dashingdon for the end of the demo so I don’t have to start over if it’s updated, but tbh more often than not I just start over anyways (I’ve never been able to retain my memory of books/movies/etc very well, so often starting from a saved point results in me not remembering things and starting over anyway out of necessity.)
And in terms of the argument where you make a choice and then it wasn’t what you expected it to be – personally I think that if I’m not able to get a good grasp of what the choices mean/what the general consequences of those choices are, it’s more reflective of the quality and clarity of the work, which will not be improved by redoing something. In the couple of instances I’ve had where I misclick a choice or I misinterpreted it (in CoG/HG games), I’ll just restart and I have a good enough memory of the choices I made before to really quickly get back to the point I left off on. Which isn’t to say I don’t internally groan and complain about having to do that, but for me personally it’s manageable. And I’ve noticed that when I DO save before a choice on dashingdon so I can go back and try multiple, I pretty much always end up sticking with my first choice anyway.
On the aspect of your choices resulting in the character’s death, which understandably many people find extremely disatisfying, actually my favorite COG is probably Heart of the House, and that’s a pretty long game and I spent SO MUCH time on it, all to end up dying at the end lol. And I remember just feeling so, I guess, betrayed? when that happened, like yeah that was definitely disheartening - I put all that genuine effort in just to have my MC up and die at the end. And another thing for me is that once I play through a game once, I have to wait a while before playing it again because I don’t want to just skim through the choices, etc. because that really diminishes the immersiveness for me, and I want to be able to read through it all again and be able to appreciate it with it still feeling sort of “new,” because in the time I spent away from the game I forgot many of the details.
But back to Heart of the House - so yeah I waited a while and replayed the game and I made a lot of different choices (I think I died because I didn’t have enough like magical power left since I’d used it up (I don’t remember the details of course lol)) - which actually, typically when I do replay a game I change my route very little so this was an exceptional case for me - and I found my second playthrough to be immensely satisfying and it automatically became one of my favorite games. And I think if I had had the option to just go back and pick a different choice, at the climax of the game, which wouldn’t have resulted in my character’s death (which I definitely would have done if I had been able to do so) I wouldn’t have gotten the same value out of the game that I did.
Anyway I’m sure my reasoning for preferring not to have the save points is full of flaws and contradictions but it’s just my personal preference. And by no means am I saying that just because I personally don’t want save points that I think it shouldn’t be implemented on a wider scale for published games! I’m more against it on a personal level than a broader level that impacts a lot of others.
But yeah probably my own combination of being unable to retain information for a long time but also not enjoying the games as much on an immediate replay is what makes not having a save system work well for me. I guess it suits my playing style and of course that doesn’t hold true for many others.