I would call it pretty much axiomatic that the play of a game like, say, Dungeon World should NOT do that! If it actually does do that, then your characters are absolutely doomed, right? There should be play, maybe requiring some skill/creativity, that doesn't result in such a 'pit of despair'. Simply by virtue of our understanding of probability we can thus see that AT WORST the 7-9 results should be producing a net "character advances towards his goal without incurring an overall disadvantage which cancels that progress out."I generally think the player's role should be to mitigate failure, and try to succeed at all times. At a certain point, of the game is determined not to let me do that, or to ensure that any effort to do so is inherently futile (not futile because of an outside, evolving circumstance), then engaging with the mechanics at all starts to feel like a violation of the Czege principle. I cannot press a case, because any action I take is more likely than not to make the situation worse.
Fundamentally, my action declarations become my own primary source of opposition. So why am I doing things? Laying down and dying is more efficient. Trying to succeed and getting ahead of the obstacles is the primary appeal of PvE games. Consider Slay the Spire.
How you perceive things is what it is of course, but I tell myself "I'm rolling 7+es and so I'm getting on with it." Do make sure you GM understands this! Its also worth everyone considering that there's a lot "It was hopeless but the hero pulled the fat out of the fire at the last instant" in fantasy particularly. I always go into games with an attitude of "crazy stuff is going down!" and it ups the fun.