I also prefer tactics games which support an ironman mode over redoing the same mission over and over until I win. Which is why I bounced off of XCOM: Chimera Squad.
In games where wins are mandatory, I prefer being able to save and reload whenever I want over having to start from the very start of the mission every time I lose.
Its been a few years since I played Chimera Squad, but I dont remember having to repeat many missions, or at least it didnt bother me. It was a kind of 7/10 game in my book. The characters and story weren't all that interesting, but I think they were all quite different and viable in different ways in the levels, from what I remember.
I find checkpoints a lot more bearable in action games than in turn-based games. In action games the action is the fun part of the game, so having to redo a section isn't too bad.
I usually dont notice when an action game doesnt have quick save anymore. I have memories of playing stuff as a kid where I would just quick save after taking every shot or movement to get through tough sections. For me doing that isnt much fun, I'd rather go back to a checkpoint and try a different route or strategy and feel like I genuinely improved, than fumble through because I quick saved after making a magic shot replaying the same 5 second part 20 times.
I play most games for the novelty of the experience in some way. So experimenting with different skills and routes through most games usually isnt all that appealing, I'm looking for something thats fun and works to beat the game. The fun is tied to the novelty for me.
In turn-based games however the fun part of the game is coming up with a tactic/strategy. Losing because you used the wrong tactic/strategy isn't too bad, but losing because you made a single mistake in the execution of your tactic/strategy sucks. Redoing the entire mission exactly step by step until you get to the point where you made the mistake is painful.
I'm not playing Iron man in Warhammer 3 currently and Ive reloaded saves a couple times. So I do agree its annoying when a single silly mistake or misclick means the end of a long campaign or puts you back and forces you to either retrace steps or spend a long time recovering which can be dull. Maybe thats partly the games fault for not making failure more interesting in some way? If a level works out the same way every time you try like a clockwork puzzle or the punishment for failure is just making you spend a lot of time getting back to the same point so you can continue with interesting stuff there might be better ways to do things.
At the end of the day not all games have to follow the same blueprint, and perhaps quick saves, check points, and Iron man modes just suit different games and people differently.