I'm of two minds with this. To use an extreme example, the only time I've played Final Fantasy III was with with the new Pixel Remaster. The final dungeon in the original release is kind of two dungeons broken purely by a brief window where you can save before diving into the second half. That dungeon is full of minibosses that are stronger than anything you've fought up to that point and if you die? Boom. You start back from your save with the 4 minibosses undefeated before you face the intimidating final boss. It sounds completely grueling.
The Pixel Remaster creates an autosave every time you change screens. I got washed by those bosses so many times and I would've given up on the game if I had to do the dungeon 20 times. It's a case where a QoL change made my life SO much more enjoyable, and those bosses will still crush you and give you a very hard time. On the other hand, the game is pretty easy beyond that final dungeon (in the PR anyway) and most of the bosses are in their own "rooms". Dungeons felt less like a game of resource management and more like a series of rooms you blow through and maybe have to try again if you get a little careless. It carries less weight.
Ultimately, I definitely skew towards the side of QoL than against it since I'm very fickle and very quick to drop a game if it gives me trouble that I deem "unfun". I can just recognize how QoL isn't a magic wand that automatically improves every experience. Friction can be good!