Yeah, some people HATED the fact that when they touched a goomba or koopa trooper in Super Mario Bros while they had firepower, they lost the fire power! What if their preferred game experience was that once you have fire power you never lose it?
Did you know in Super Mario Bros, you could kill the various bowsers by shooting him with the fireballs? And that each different bowser turned into a different thing when you killed it that way. It was fun to find out what each bowser turned into. But sometimes when I played I'd get hit and lose my fire power before I got to shoot bowser! So I had to play the whole damn game again just to find out what bowser in level 5-4 turns into!
My point being, although the restriction in my power was annoying at the time, if that restriction didn't exist it wouldn't have improved the game for me, I would never have been interested enough to bother in the first place!
It also had level timers, which didn't really do much except sort of mercy kill you if you got stuck, and give you extra points at the end. I don't think the game would really have suffered from losing the level timer, but I also don't think it made much difference. The only exceptions I guess were the two maze castles, where you could run out of time before solving the level, but it's debatable whether those were really good things.
Now, maybe you don't like Super Mario Bros. It's a valid opinion, it's a very specific type of game, and if you're the type who likes to take their time and strategically plan your moves, maybe it was a terrible game for you. But if you are going to tell me Super Mario Brothers was an objectively bad game, or that it had objectively bad design, I'm going to tell you to go look up the meaning of the word objectively.
Now, some might argue it would have been an objectively superior game if it let you play how you wanted. So when a goomba walked into you, or you mistimed a jump and landed in a hole, perhaps even losing your last life, maybe some people think it would have been better for the game to give you the option "You have hit a goomba. Die?" "You have run out of time. Die?" "You have run out of lives. Game over?" But I firmly believe that would have made the game worse, I know I would have selected "NO!" to all those options every time, and I would have gotten quite bored of Super Mario Brothers quite quickly.
Now, there's certainly valid discussion to be had in the case of any individual game feature whether that feature makes the game worse or better. If you know what the developers intended, you can even make somewhat objective judgments whether individual features helped or hindered the game matching the developers intent. IE the devs of Dungeon Crawl Stone Soup have stated they don't want the game to have "no-brainer" decisions that aren't really decisions, they don't want a tedious series of actions to be the most optimal choice in any situation. Essentially, they never want the player to choose between "Fun way to play" or "Best way to play to win". They want those both to be the same thing. They've implemented tons and tons of changes, each individual change can be compared to that simple goal, and one can make reasonably objective judgements on whether the impact of each change accomplishes that goal or not.