Limiting savescumming is okay in games that have enough tactical depth for it. Many strategy games and tactical shooters would be worse off if you could just bruteforce your way through them with F5 and F9. When failure forces you to replay the entire level, it makes you re-evaluate your tactics and makes it all the more satisfying when you finally triumph. It tends to work best when the actual levels are short, like Rogue Spear where a typical mission can be finished in five minutes or less, so that starting over doesn't become tedious even when you do it for the twelfth time. Then there are games with heavy randomization (e.g. roguelikes, 4X games, management sims), which kind of lose the point if you can just download a previous save after every bad decision.
That being said, I think the player should always be able to
save the game unless the game never crashes, has zero bugs, features no busywork that becomes tedious when done repeatedly, and is protected from external hazards like power outages. In short, let me save the fucking game. What could be limited is
loading, an obvious example being Dark Souls which constantly autosaves, has no permanent failure states and does not allow you to load except when starting the game.
Your typical RPGs don't lend themselves all that well to save/load limitations, because they feature a lot of stuff that becomes a complete waste of time when you're forced to do it several times: looting, selling loot and buying stuff, talking to people, walking from the inn to the dungeon, managing your spell book, managing your inventory, repairing your equipment, opening locked containers, taking out trash mobs, casting buffs before a fight... I have no problems replaying big battles or even entire dungeons if the game has ways to keep it interesting (non-linear layouts allowing for different tactical approaches, having to manage your resources very carefully etc.), but having to redo all the trivial stuff is obnoxious.
On the other hand I do agree with this:
The versatility of actions and outcomes is a backbone of roleplaying.
In general RPGs could and should do more to encourage you to continue playing after a failure instead of just restarting from a previous save. There are games where even death doesn't lead to a game over, but why is it still so common to see an entire town come to you with pitchforks if someone spots you stealing an apple? With such systems in place it's no wonder players would rather just load a save than live with the consequences of their actions.