Endorya, you're such an amicable troll, and I mean that in a good way
I did have a period of savescumming ADOM myself (to learn about the game, I guess, and because it
is frustratring to die stupidly when you enter an unknown area), but I've come to prefer permadeath 100%. It's made playing a game like Caves of Qud much more tense – reaching a new location, I'd be very much tip-toeing around, afraid of whay might lie behind the next corner, rather than duplicating a save file and going, Oh well, let's see what's going to kill me here. Reaching a difficult area for the first time and actually beating it is also quite exhilarating. Then again, I don't mind difficult games, even though (or precicely because) I agree life is more than harsh enough. In games, there are no stakes, which make them á priori "relaxing" to me. The only thing you stand to lose is time, and if I've spent X hours playing a certain game, my "rate of success" doesn't matter so much to me, as long as I've enjoyed playing it.
I'm not too fond of easy/hardcore modes, as it does seem to me a game should be designed to fit in with whichever mode of death/failure it chooses to implement. In my own projects, I opt for permadeath, but I do mostly add an option to "cheat with savefiles", since I agree wholeheartedly that the player should be allowed to choose how to play. If I was going to make a Rogue-inspired game without permadeath as the default, I'd feel compelled to rethink concepts like procedural generation.
As always,
Minotauros