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Yeah, It was great how they made enemies stop spawning well before you could get all the gear you wanted for them, And all the extra farming you did to get your gear sabotaged your soul memory for coop.
With limited respawns there's not as much force driving players to practice and improve. What if takes you 30 tries to learn how to deal with a particular enemy? Too bad for you. DS2 just shoves you on to the next (more difficult) area even though you're still struggling with weaker enemies. It also serves as a crutch for the developers: they don't have to worry about making a particular section too hard because players can always grind through it until the enemies despawn.
Personally I didn't find any areas in DS1 that were unreasonable to fight through over and over again. But even just a few hours into DS2 I was struggling through Heide's Tower of Flame. I was fine with trying over and over again until I got it, but then enemies started despawning and that completely ruined it. All the souls I had lost can never be recovered (because the enemies who dropped them stopped spawning) and I couldn't practice anymore.
This is just my idea, but on papper, since you can't grind you cannot comfortably reach a certain level to outlevel bosses. But at the same time, it removes the tension of going through the "trash mobs" over and over again if you want to try and tackle a boss again.
On papper, it's a win-win scenario. In practise though, the bonfires weren't really that far away and only a few bosses had particularly hard to avoid mobs on the way.
There is also the invasions. In Dark Souls 2 you can get invaded even if the boss is dead, so clearing the area of respawnable enemies so you can fight invaders easily is also a possibility.
So there were many options to get gear/practice without a penalty.
Why did you have to bring up the Shrine of Amana? Why?