Maybe, but yes, difference in expectations. I expect to win eventually on an RPG video game. It may take 50 attempts to get past a particular point, but eventually I can do it.*
Regarding the impact of poor decision choices, the problem with limiting saves is that it can result in some negative knock-on effects. How do you know that this is a point where you should consider a tactical save? .
Well, that's part of the tactical aspect. Players do get a sense of important moments approaching. Dark caves, important meetings, yeah.
I'm not sure you should expect to win eventually at anything. Kind of removes the game part and makes it more like an interactive story. Which, mind you, as a player I quite enjoy.
I do prefer your examples of clever storytelling to do the job, true. In terms of saves, I'm thinking more combat saves. And, well, I guess conversation.
A lot of this has to do with my cowardice. A friend of mine, Kutaka, played Deus Ex "live" - he didn't reload his decisions or choices unless, you know, dead. And he had a really good time.
I just couldn't make myself do it. I had to -know- you know? Not fifty hours from now on a playthrough, I wanted to see what happens now if I just slap the guy in the face or charge in guns blazing or whatever. I'd still like that option, but I'd like it to be more limited.
On topic, if you commit crimes and are relentlessly hunted by NCPD, it might be good if you couldn't instantly undo your choice. From a storytelling perspective.
Also, if something isn't very Cyberpunk, that's bad. Always bad. Bad bad bad. Except Style Over Substance. I hate that idiot rule. It's bad.