Fair enough, you've defended your point well. My issue is that the structure seems really screwed up to me in that because the levels are so short there ends up being no real penalty for death. You waste a few seconds to half a minute at most. As the game went along my experience changed in that instead of trying to plan my approach or show caution or make any sort of risk assessment, I'd just brute-force my way through each subsequent level. If I died? Who cares, I would just get back to that point 10 seconds later and maybe get further. Or maybe not, like I said, it doesn't matter. Then eventually I'd beat the level and move on to the next one having no reason whatsoever to replay the level I just beat save for any warp zones or bandages I missed, which are an extra trip or two at most.
In the end, I just got bored because I never felt I was really playing skillfully or was ever given a reason to. I just kept losing and losing until I suddenly didn't, and I can't enjoy games that way.
To be fair, though, isn't the death penalty in games close to non-existent anyway these days? Frankly I don't even know why games have 'lives'

I think by design, due to how many approached the challenge, it made sense to allow the player to immediately return to the fray. I think it would have really become frustrating if, say, you had to leave the level and re-load every time you die (or every time you lost your lives, say).
Edit: Actually it was frustrating enough to have to go back three levels when you used up your lives in the secret worlds..