I'm not convinced it's a problem, per se, but more of a design choice.
Like, if the game lets you save at any point while playing that means the developers are embracing some fundamental design concepts:
A) The convenience of being able to leave the game at any point without losing progress
B) An encouragement to try different solutions to problems, allowing you the freedom to experiment with minimal cost
C) And, yes, the ability to ostensibly save-scum through difficult bits or undo mistakes that could otherwise prove interesting were they unavoidable or permanent.
And those first two things shouldn't be discounted! Being able to stop playing at any point is a huge accessibility issue, and it's also a boon to anyone whose playtime is unpredictable (i.e., people with kids, people who are kids, people who are just vary busy and game in the margins of their lives). And being able to try different solutions just to see if they'd work is part of the joy of the find-your-own-solution nature of an ImSim - in some ways that capability is key!
I'd love to see a Braid-esque time rewind feature in place of savescumming, that has its own mechanics. Like, you can only rewind a limited amount, and only a limited number of times before having to do some kind of recharge, that sort of thing. Of course, time scrubbing is really hard to do! But it would be neat.
Before my health crash I had been scribbling notes on a game that does it that way, with the story conceit being that you're a robot girl with big brain prediction powers. You're playing a simulation of the near future that you can "undo," or play through and then "commit" the actions without having to replay it all. The limitations would have been framed as your character needing to collect enough data to accurately predict the future. So during a mission you might want to collect data on the level and the people within it to maximize the duration of your prediction powers on that mission (and only that mission). Going into prediction mode was basically a form of overclocking yourself, and would use up precious battery.
Like, the number of games that I enjoy playing with possibilities in and figuring things out is much higher than the number of games that I enjoy "getting good" at. Being a "challenge" is sometimes part of the fun of a game, but not always. And I rarely (although not never) derive pride from achievements or leaderboards. Sometimes you just want to poke a system and make things go boom.



