I didn't say they were the same. I said ammo management was only a thing in Resident Evil, and specifically one version of it. I also said that resource management wasn't a thing outside of the first game as well. The mansion isn't linear like later game areas, so thinking about what you're actually carrying around is something you've got to do their (especially if you're playing Chris) but it's not really a thing in later games outside of Code Veronica from what I remember. And it's not even bad in Code Veronica.
I didn't say RE4 derives tension from ammo management or resource management, so I've no idea why you're going on about that. I did say RE4 has more interesting resource management, as that game actually has an inventory that soon becomes something you have to think about while playing. I also said I never found the things Momock brought up to be sources of tension at all, IEdon't think there's tension in resource management...not even in the one game I thought that was a thing that actually had to be thought about. Lost progress isn't really a thing that matters in those old RE games, you could spend hours figuring shit out, die, and get back to where you died in minutes. That first game only takes an hour to beat once you know what you're doing. Was playing Code Veronica on Dreamcast before I got a VMU, which meant I had to start over if I died, which didn't happen much, and that game takes an hour to get to the end too.
My point is that resources management is a thing in every single Resident evil game before RE4, and is not related with resources being lacking or very hard to find. Is about choosing what suits you depending the situation, what is need and that is not. Level linearity has nothing to do with it. Is about the limitation of inventory slots, the chests and the enemies that force you to wear more or less weapons/ammo/healing items, meaning that you can have more or less inventory slots for other key items. Always depending the situation. My point with RE4 is that it has almost zero resource management. The only it has is about the amount and size of the weapons that you can wear at once, amount and size that increases over time because you can buy briefcase expansions during all the game. Key items and treasures aren't even are located on the briefcase, but in an apart and unlimited inventory for them. Because Resident evil 4 is not a survival horror, is an action horror game. A very good one. But it doesn't offers the same in terms of gameplay that the previous entries (Maybe it does in terms of horror and atmosphere).
This is the shittiest part of the game. Its like a form of level scaling. How is it different than Oblivion? If you have low health the enemy or a crate will drop a green herb, but if you have full health it will never drop it. Pretty fucking cheap. Dead Space did it too but to a lesser extent.
Well, for me it would be a problem if RE4 were a survival game like the others. But as I said before, it is an action game. So ammo drops work like a kind of... cooldown mechanic? Were it limits you how much you can use a certain weapon depending of how has been that weapon improved. I'm talking specifically about ammo drops because I don't remember or mind the healing items. Because they are almost unlimited. You can buy them from the seller. Only yellow herbs are truly scarce.
Enemies sometimes popped out of existence if you died too many times; the most notable example being the water room where the two crossbowmen wouldn't appear.
I'm not sure if it depends about how much time you die. I think you can't kill youself with grenades and stuff to decrease difficulty. You must get killed by enemies, getting hit by projectiles and failing QTEs intentionally to do it. At least this is the way Speedrunners do it I think. Here's an explanatory video about the overall system, worth to check.
I think that a dynamic difficulty system is good when is designed for skilled players, and not for making the things easier for those who fail constantly (AKA Oblivion). For example in RE2 remake, I wish the throw me a lot more of zombies and lickers if I'm permorming to well, to still having a challenge. But if I'm failing, I wish that a good amount of enemies are still there for forcing me to improve and get better and the game. I mean you can increase the difficulty, but you should never decrease it below the standard.