I play without save-scumming, by treating the game as an interactive way to experience its content. Deciding what to do, while not knowing what’s going on, gives the game a mystery element, and also opens it up for more creative play. Save-scumming would remove the unknown from that mystery, spoiling it just as much as would reading spoilers on the discourse or wiki.
For example, I was scared of FEMA camps, and would always give them a wide berth. Then I took one out one morning. In my ignorance I over-prepared. Had I known what they were like, I could have saved a lot of prep time. But then I would have missed out on the cake walk.
Another time, I saw a singular zed I’d never met before. We hadn’t been properly introduced, you see. Not being sure about the proper etiquette, and wanting to keep both my hide and my title of “survivor”, I naturally tucked tail and ran. Much later on, I came back with what I felt was over-preparedness. Almost immediately, it tore a hole nearly straight through me. I barely got away by flooring the car in reverse while the zed luckily fell out. Caution saved a life that day. A simple spoiler would’ve reduced this interaction to a simple “nope” on first sight, with no under-prepared revisit. The humility check and the narrow escape would be part of an untold story.
I see several elements of the game that suggest that it’s designed to be played this way, at least the first time through. That’s what it’s like for me now, not having won the game. I haven’t seen all the content, and am in no hurry to.
Without the unknown at this point, the game would largely be a spreadsheet simulator, or a character-builder with an unnecessarily interactive backstory generator. But the unknown-focused play-style conditions the player into YASD mode. By the time I finish the game, if ever, the unknown content will be gone. In its place, only the RNG will be left. Just me, an overly complex set of dice, and - hopefully - my imagination. If I’m attuned to looking at the unknowns as positive and entertaining, then a death is a punchline.
Instead if the unknowns are treated as annoying, spoilers are read, outcomes are expected to be predictable, then a death is an unnecessary feature that probably would be best patched out of my spreadsheet simulator. That’s why I don’t take the turret topic to be a total tangent. The desire for more forgiving turrets seems to be an extension of the save-scumming play-style.
It shouldn’t be any surprise to find a game’s developers unenthusiastic about requests to support things outside of the intended play-style. Permadeath is the primary intended way to play a proceduralized megadungeon like cdda. And in an unforgiving, uncaring universe, even. A game like this doesn’t result from somebody trying to make save-scumming possible. The game needs save and reload features to let players split up their gaming sessions, and to protect against crashes or bugs.
Still, save-scumming has been a thing with this kind of game since I can remember: moria, angband, nethack, etc. Even if it’s not a supported feature, it’s possible and there’s no good reason to make it difficult. Playing that way diverges from the intended purpose of the game. It is definitely a fun play-style. But it’s a bit like driving a car always in reverse. If you go to the dealer complaining it won’t go 70 in reverse on the freeway, you shouldn’t be surprised if the customer-is-always-right attitude seems to falter a bit.