Games that want your to see all the content, but make your repeat areas when dying.
As an example of Bad Death
Mass Effect
A highly narrative driven game where the game is designed for you to experience the story not dying.
An Example of Good Death
Mega Man(NES and Retro)
A game where dying and retrying is the focus of the game. The level is the game not the story.
An Example of Fantastic Death
Mount and Blade Singleplay campaign mode
A light tactical rpg. Players don't die. When they lose they are taken prisoner and have no control of there character. Time is accelerated. Armies are lost. World goes on. Finally the player is either rescued or escapes. however the world has changed and the player had no influence. So the player is punished and set back, but the game progresses under a different route.
Pointless QTE
First I like the theory of QTE. I have some dynamic QTE games in mind. However often QTE are used to content blocks. Fail a QTE then you are forced to repeat the QTE until you pass. Where as QTE that determine a path or out come are not pointless.
Sample
Resident Evil Umbrella Chronicals(Wii)
Some QTEs when you fail force your character down a different less ideal path. The game is harder on this temporary path. Where as the later QTEs when you fail just make you repeat the QTE and punish you by HP loss.