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For example, Sekiro does that, and it's very nice to be able to play for like 2 minutes and be able to take a break without backtracking to the checkpoint every time.
However, there you also have a mechanic punishing you for repeated "final deaths", and being able to escape enclosed boss arenas feels very in line with the rest of the game (where you can escape by running for your life).
In Signalis, it could be, for instance, limited to non-dangerous rooms (not sure if there's enough of them to matter) or ignoring the danger entirely - saving the state in which it is, with no exceptions (this autosave would, of course, be deleted upon death).
Thats something a game series like Nier would do, or an indie game thats more experimental like Umbraclaw (where you play as a cat in the afterlife, but the more you lose the stronger you get but the more close you are to a bad ending due to losing memories)