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From a design perspective, there's nothing necessarily wrong with giving the player a limited number of attempts before they are reset to their last checkpoint. It's really all about the specific details and implementation.
For Monster Boy specifically, it would not be wrong to call its difficulty level the "Dark Souls of" Wonder Boy games. Late game enemies inflict a lot of damage (even with upgraded armor and HP) but their movements are simple and you are expected to learn how to take advantage of this to avoid taking damage in the first place -- almost every death is ultimately your fault, either because you missed something the game was trying to teach you, or made an error while executing a particular segment. When you die, you respawn at your last checkpoint in short order with whatever HP (Potion included) you had when tagging the checkpoint the first time, but many other things persist: you keep whatever money you died with, solved puzles remain solved, collectibles are still collected (vital collectibles trigger a new checkpoint), and so on.
Having just finished Wonder Boy in Monster World, I sure hope they don't surpass the Wonder Boy standard of difficulty in Monster Boy...