So here's an example of how cursed the reset problem can be in run-based games (which includes roguelikes but also things like Civilization).
In Balatro, it is obviously optimal to defeat the first big blind in one hand. Since you start Balatro with no jokers or other help, this basically is the same every time; you need something like an ace through ten straight, or a full house with aces and kings.
With the number of discards you have to start with, this is attainable pretty regularly but not guaranteed. Needing a second (or god forbid, a third) hand to take the first big blind is noxious because that's $1 less at the first shop. This snowballs really significantly – it can be the difference between buying one or two things, or between getting interest after the first big blind and not.
So, players are incentivized to reset until they draw into a one-hand small blind. This is of course a bit annoying, and it leads to every run of Balatro starting identically (for most decks, anyway) as you try to assemble the required first hand and pass/fail that reset.
There's an obvious solution to this, right? Let more experienced players skip this first small blind and come out of it with the expected cash into the first store.
Except if you actually did that, players would then reset the first store to hunt good early jokers. And that's significantly worse resetting. In fact, the first ante of Balatro still has a lot of resetting, but the small time investment of getting through the first small blind probably discourages some resetting.