Players avoid games where a single run (attempt) takes more then one sitting, because the time investment to payoff just isn't worth it. I'm going to call these Campaigns, and things like xcom, darkest dungeon, or especially if it's multiplayer like divinity or baldars gate 3 with permadeath, all use this Campaign-run gameplay. All of them require many sessions of stale content to return to where you were last lost, and thats assuming you don't lose again on the way. This horrible pacing is amplified by the player going into autopilot and just makes there into some of the worst experiences. Many players enjoy starting campaigns, but almost literally noone actually enjoys going to the fully required lengths to finish them. Meanwhile the death by a thousand mistakes gameplay balance that usually exists, altho it makes it easier to get into at first, reinforces the auto-piolet mindnumbing gameplay style on later attempts.
Some experiences like modern pokemon nuzlockes *try* to keep things fresh by standardizing mods that increase capture diversity, unlimited rare candys, and making more enemy trainers optional, but even with emulator fast forward these get repetitive fast once your on your 7th attempt fighting the same enemy trainer and realize pokemon of the same type are rarely very different from one another.
So what ones (Other then games like diablo) do it well? Basically nothing actually. There's the mystery dungeon games, but they breakup the campaign into individual runs of short form dungeon dives. The only real success is fire emblem, a series that has the player complete about 30 battles in one run, each of which allow extreme campaign-ending player blunders, while also keeping enemys somewhat fresh on replays through randomized player growths (plus the player can swap FE games between attempts!).
I haven't touched it enough, but i know previously existed a community dedicated to remnant from the ashes perma-death campaigns as well, another title that uses randomized areas and players getting different weapons or skills each campaign.
In summary, every game that has suceeded to any extend with campaigns, *always* lean into RNG to keep things fresh. Meanwhile campaigns like divinity that lack this are always at the very top of everyones "I really dont want to try again" list.
If your looking to start some kind of longer run-based gaming conquest, carefully consider how different each run can be before starting. If they can't be, it will get boring extremely quickly.