I disagree entirely.
When the design of the game is structured towards your eventual demise, there is no impetus to create novel, creative stages that differ from one another because after all, the goal of the game is to kill you before you've run out of stages. Therefore you have two choices: make every level an iteration on the level before or, when you've run out of levels, make it impossible to win. Or both. Either way, there is no reward to the player to strive other than stubbornness and addiction. The player is effectively a pest that the game must eliminate.
On the other hand, a game designed to be won creates incentives for the designers to create challenges - but not insurmountable challenges - that the designers and players must effectively collaborate on. The game has to be tough enough to be fun but not so tough that players don't get to see all the cool shit you created for them.
It was different when you only had 20k of memory across the entire system of a Pac Man arcade. Destiny 2 is rumored to be 68GB for preload on Xbone.
I'm giving you precious hours of my life. Don't be a douche and treat me like a pest.