I agree completely, it's partially why I've been careful with card inclusions and exclusions for a long time until opening myself up more recently with how WoTC's design principles have shifted in recent years. You never want your players to feel like there was nothing they could do, where they were just out of the game right from the start. There's needs to be play and counterplay throughout. Where before cards like
Wurmcoil Engine or
Thrun, the Last Troll were boogeyman cards that could ruin games, I think the feel-bad delta has been reduced massively with how much creatures have been pushed at lower CMCs and how efficient removal has become.
But then there's a balancing act to figure out with which pieces of removal should be included and when you run into too much "efficiency bloat" by including certain creature options. I think you can have a number of all-in-one cards or power outliers, but if everything is too efficient or too splashable then that reduces decision-making in the long run. It's the reason I like including stuff like
Witchstalker Frenzy or
Exorcise; sometimes the extra work or restrictions is exactly the way to balance it out in the long term.
I think the main thing is to remember that you're cultivating a game night for your players and it has to be fun. Simple concept, but not as easy to deploy since the definition is so ambiguous. The majority of people I play with enjoy EDH and draft in general so the deckbuilding portion is very important to them. Draft has to be engaging and decisions have to matter as you craft your deck. The more decisions can be integrated into the gameplay the better it's going to feel in the long run even if you end up having the 0-3 night. There's a big difference in how it feels getting stomped all night versus barely losing that G3 in a tight round. If their deck is able to "do the thing" I find that most people are pretty happy with games of Magic even if they ultimately end up losing.
If you feel like things could have gone your way with a different draw or a change in variance that's a big deal in how satisfying a session ends up being. Think of the best Limited formats you've played versus the worst. There's a thrill in being able to pilot a pile with good sequencing to victory whereas there's the polar opposite if you end up facing
Ureni, the Song Unending in a Tarkir Dragonstorm draft or a
Dream Trawler in Theros: Beyond Death.