because they are annoying and make very often no sense.
its also a personal form of playing through the game perfectly, its a challenge simply and its a way to play through the game different, because by playing the game with no fails, you will obviously seet alot of different thigns in the game, then when you would fail alot if things and give a shit about the consequences, its naturally a completely different gameplay experience, than to play the game absolutely carelessly.
many of the fail objectives are also simply bugged or plain simple bad quest design by making secret otional things failable tasks or designing a quest like this, that regardless of what decisions you make you will guaranteedly fail something, or if you want to avoid that, you have to sacrifice for choosing clearly better decision options, like it currently feels for me in the case of redanias Most Wanted, where I practically get punished for my decision by having automatially failed then an secret other optional task, if i give Item X either to person Y, Z or A or simply keep it just to have a 50750 chance then, that either the quest ends then with no fails, or ends with fails for practically everythign or even fails completely as whole quest, or even worser, affects whyever even other quests and lets them fail too like a chain reaction >.>
Somethign like this is simply very frustrating and simply must not be. games should make fun, and not punish players with fail objectives for optional tasks.
Thwe quest log should simply show the player when it comes to optional taskas only, what decision you made, the other optional task then should simply disappear and not get shown as failed objective, becajuse decisions that we han't made, play no role anymore, they become unimportant and have no reason anymore to be shown at all in the quest log.
Only concrete fail objectives, that will definetely lead to failed quests, these kiond of fail objectives should stay, so that you can quickly see, what you did practivally wrong, that lead to the quest failing later. Fail Marks should just work only as "guide marks" to show you, what you should make different to finish the quest without fail marks by preventing, that the action of the fail mark gets repeated on the next try.
Fail Marks should give the player a learning Curve, they should feel to the player like a punishment.
When Fail Marks feel like beign a punishment, rather than a guide on what ypu made wrong, or what you should make the next time different, then Fail Marks simply -"fail at their job" and the game design easily said, completely failed.... puns intended