Save scumming and the desire for a perfect run combined with
the fear of skipping content to destroy the potential of the cRPG genre and turn it into a genre for autists and/or people suffering from obsessive compulsive disorder.
The classic CRPG formula tends to play as follows; the player will explore every tile on the map (or clear every inch of shroud), the player will complete every possible quest, the player will search every barrel for loot and the player will exterminate every monster. Reloading will be used to achieve a perfect run where the player never suffers any permanent losses or setbacks unless they are mandated by the plot. The player's four characters will kill 5,000 monsters while suffering zero losses themselves. The player characters will grow in power after almost every encounter. The result is a sterile and tedious exercise in task completion, not an adventure. Play the later Avernum games to experience the banality of the cRPG formula laid bare.
Pen and paper roleplaying games do not play like this at all. Pen and paper roleplaying games do not have a concept of reloading, unless the DM has failed very badly. Instead of perfect success and a hard failure state, P&P has many intermediate states of partial success and partial failure, because the DM is capable of adjusting difficulty on the fly to maintain a good challenge without wiping the party unless they "deserve it" because of poor play.
In pen and paper roleplaying, resting is often sharply curtailed, so that the party is worn down by each successive encounter. In p&p, consumable items take on greater importance because of the high level of challenge, so a party may end up losing resources after an encounter. In p&p death is often permanent, because the best adventures take place at lower levels. Losing a player character is a setback, but hardly the end of the world like it would be in a cRPG. In (traditional) p&p, parties are often much larger than four characters, due to henchmen, hirelings, large parties and people playing multiple characters. So the death of a character does not immediately diminish the party's power by 25%, forcing a reload. You just roll a new character who is a level lower than the old one and he joins up at an appropriate time. In pen and paper you rarely have to repeat boring content, like you do when you play a cRPG on ironman.
Pen and paper roleplaying games are a lot like Blood Bowl. Sometimes you win and make a lot of money. Sometimes you get badly beaten up and lose a star
player character. Either way, there are permanent consequences and you can end up weaker than you were three
games adventures ago. The risk and the high stakes just add to the tension.
Computer roleplaying games are an obsessive compulsive exercise in task completion. Scour the map, make sure you haven't missed anything. Pen and paper roleplaying games are an adventure. You're not trying for a perfect run or farming encounters for experience, the game is too challenging for that. You're just trying to complete the mission/get the treasure and make it out alive. Exploration, creative solutions and encounter avoidance are big parts of the game, not just combat.
Earlier games can be forgiven for their adherence to the cRPG formula, because computing power just wasn't very high. If you mess around with FRUA you will see that the developers of the Gold Box games were pretty limited in what they could include. But the fact that the genre never evolved beyond the formula means that it kind of deserved to die. Other genres (strategy games for example) are just so much more ambitious.