As a player, I can safely say that I don't blame the game for "time wasted". Why? Mostly because I understand that it's my fault that I got crushed and then sent back 15 minutes. I mean, if I had prepared better or stopped for a few minutes to gain a level or two, I wouldn't then have this issue of having been punished by the game for not doing what I was supposed to be doing. Meanwhile, if you can "save anywhere", lots of players resort to "save scumming" in order to gain an edge in the game. I don't just mean "save scumming" as in the traditional sense either... Like revisiting a decision point. I mean save scumming as in you failed to pick the lock because the dice just didn't roll your way, so you revert to save in order to get another try. Or, you save before starting a puzzle/questline in order to get optimal results (like completing it fast or getting the best rewards). I'm not a fan of giving players a way to fudge aspects of the game just for the sake of "not everyone can play in fifteen minute spurts!". Such things are what Pause Buttons used to be for. You know, you have to go eat... or take out the trash... or you have to deal with company that suddenly came over. If you place a save point every 5 rooms or so in a dungeon as well as right before the boss, the player can save often enough that these real life issues are mitigated while also getting rid of a lot of the problems savescumming produces.
But, you know, maybe I'm just weird... If I only have 15 minutes to play a game, I don't really load it up to play it. I try to manage my time so that I won't have interruptions for at least 2 hours of play.
Oh, and yes, in Pokémon, I savescum like a mofo. I save before every single trainer battle and rare mon and if I lose or things don't go my way, I reset. You don't think that takes some of the challenge out of the game?
EDIT: Doing that in Pokémon is especially egregious because the game does have actual penalties for losing... You lose half your money on each loss. Save scumming essentially nullifies that penalty entirely. If you can save anywhere in other games, what is the penalty for death? What's the penalty for losing? 15 seconds at the title screen while you reload the save to try again. No punishment for playing poorly or stupidly other than 15 seconds at the "load file" menu.
I honestly just think RPGs were much better when a player knew the penalty for doing poorly or playing poorly was a 5 minute walk back to where they just lost the game. Players valued winning more, they valued beating a hard boss more (you'll notice bosses simply get hundreds of thousands of more HP now to give you same feeling of beating a hard boss that a 5 minute walk back to it after a loss gives), and they feared a loss because of the progress reset it presented. It made players more prepared and even taught many of us early RPG players how to prepare for fights, for dungeons, and for bosses.
Sorry, I just personally find more value in a system that does actually provide good incentive to not lose. Too many games these days are "minor setback of 15 seconds, then go back to what you're doing and hope the RNG rolls in your favor this time". Players learn more from serious failures than they do from minor setbacks.