Games aren't hard like they used to be. Noteworthy examples include Shovel Knight, which has good stage design, but a poor difficulty curve along with unbalanced gold amounts and general item strength.
Developers are so eager to make games with infinite lives, which kind of takes away the tension of older games, as you need to put in more effort to learn the enemy layouts and general feel of upcoming challenges. Lots of people will eat up this design aspect, too. That isn't to say that games with infinite lives are all bad, quite the opposite. However, I do feel that many game devs will ignore actually synergizing with these fundamental game mechanics in order to slap another selling point on the product, which can end up poorly and leave a dedicated player with an underwhelming and/or unbalanced experience.
I only consider this an unpopular opinion due to the nature of the vocal gaming community nowadays. Call me a cane waving grandpa, but I suppose it's just in my nature to appreciate older game design tropes.