Have any games tried frequent savepoints + only allowing the player to reload 24 hours after dying? Seems like that would make reloads feel a bit more fresh/consequential, and also prevent addiction.
24h sounds like a turnoff, but in general, I think that's a great concept. You just need something that the player can do while unable to try to scary part again.
To relieve the frustration, it would need to be a game where a) death truly feels like your fault, not some jump scare QTE, and b) with enough information to leave you with a way to think about how to go through the challenge while not being in front of the game during the downtime.
this would be boring as hell because it relates to mobile games: they will tell you can't do something for X hours, unless you pay them some dollars. Even if you don't charge, the memories will flow I can guarantee you