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Not sure I understand fully. You mean in a resource collection/allocation capacity?
If this wasn't a possibility, it wouldn't be a game. That defeats the purpose of a game. The alternative is just an interactive story.
To a stronger degree, yes, sometimes what I want is an interactive story - a normal game on easy mode. I no longer take joy in increasing difficulty, for the most part, because my backlog is too big and I want diversity, not mastery. But that's not the actual point. What I was really thinking of was more when glitches wipe your progress, when other players wipe your progress, or whatever else is beyond expected (or accepted) risk. Players get upset, replies tend to act like they're ridiculous for being upset in a game.
My specific complaint is within an MMO where I choose to play either solo or in a non-PvP server, but constantly see people being toxic about few players playing in open. There's a discovery aspect involved (Elite dangerous, exploration gets my player name tagged to it for everyone) but if I die before turning in the data, my tag is lost. I may crash on my own fault, but I don't want to be ganked by station campers and don't want to have the game glitch me into a wall and blow me up.
While I've seen much less of this, it extends to be toxic to players choosing easy mode.