I also feel like the early PC games were less forgiving than they have been in the last 25 years. In my memory, getting slaughtered was just the learning curve. I came to PC gaming from tabletop wargames & ttrpgs, and I suppose the developers of a lot of early PC games did, too. So learning a game by getting folded up like a lawn chair was nbd, as long as I felt like I was making progress on my next attempt. I also feel like game design was better than it is now, but it's hard to know how much that's true and how much is rose-colored nostalgia goggles.
Another thing about PC gaming back in the late 80s/90s was that we were all unfamiliar with scumsaving. So even in games where you could theoretically revert to earlier saves, we just weren't even aware of how to use it as a tactic/exploit or even once you started to get a clue as to exploiting savegames, you would always forget to save until it was too late and your game was already beyond the point where you could salvage it. So you just ended up loading to the doomed save and still getting slaughtered over and over.
Another scumsave limiting dynamic I remember, were save codes, which were these ridiculously long text sequences/passwords that you hade to enter, which would load the game with your progress intact.
River City Ransom was one game that used this feature. But the codes were so long, and utilized a bunch of characters which were nearly impossible to distinguish in handwritten form, like capital "i" versus lowercase "L" or capital "S" versus number "5" and so on. So when you tried to enter your password, it would never work and you couldn't tell where you wrote it down wrong. So the only choice was to just start over from the beginning and try to win the game in one setting.
One more was the cartridges that allowed saves, because there was a save-battery installed in the cartridge and/or console and/or savedisk, but you could only have a very limited number of saves.
Zelda II was like this. You only got IIRC, three save files... so what would inevitably happen, is that you would have to erase a critical save file in favor of a newer one, then realize later that you screwed something up and needed to go back to the savepoint that you'd erased... or start over. The other thing that would happen is other people, like siblings, would play the game and erase your saves in favor of their own, so you would lose your progress.
The Long Dark - The Hunted: Part 1
I'm still at the Pleasant Valley Farmhouse

. My entire game has been totally derailed by the Frontier Cooking update. I have been happily ignoring the mission and cooking up a storm for days. I've cooked a bunch of baked potatoes, porridge, teas, then I found a skillet, which unlocked new recipes, so then I made myself some pannocks (flatbreads) and my cooking skill leveled up from all the cooking I was doing, so then I was able to make more things like pancakes. I've got so much food that I have enough to eat and continue cooking... I'd almost forgotten about Smokey waiting for me outside

... but this experience has made me even more convinced that an optional demon-bear would greatly enhance survivor mode. The cooking update has made this challenge almost a different game entirely, because I can actually make a viable living at the same time as hiding from Smokey, rather than being forced to stay on the run by food scarcity. It will be interesting to see how many days I last in this challenge, because formerly, this mission only allowed you to last about two or three days. I've got to be at least a week in by now if not more.
Now I am looking forward to going back to my survivor game to see how the new enhanced cooking affects it. I cant wait to go back to Gray Mother's and Paradise farm to see what goodies are in those big kitchens. Also, I noticed that you can make a rose-hip berry pie, which is awesome because I always end up with so many rose hips, that aren't that useful otherwise... as a medicine/tea they are barely worth the effort to collect/prepare/cook them.