It's cool if you have a good alternative, but most games just flat out don't.
Think about your game. Think about how it's played. Think about the world it resides in.
Exactly. Doing something different is going to take more work and thought, often far more. Understanding
why something happens is extremely important to
if it happens. Even allowing saving at all in a game is a decision that has to be made.
As for alternatives, I think it's important to bring up Pokemon again. Notice how it's not a grand adventure with scary beasts, save-the-world, and often epic confrontations. It's a story about a 10 year old effectively trying to win the Olympics. The tone and world are so different for what is effectively the same genre. That idea is taken even further in "card game" rpgs, where health and such aren't shared between battles and so it wouldn't make sense to have random encounters, save points, or to even think of any two battles as connected in any sense. I think that's why it's decisions work out so well, all the decisions to change assumptions of the genre make for a very different and specific experience.
I brought it up because the save point is a safe room
That's something I adored in FF4. I also really like the "campfire" idea more and more. Four Heroes of Light was far more interesting since you could talk to your allies so often (even to the point of sometimes changing based on who you talk as). Considering towns are also safe places, you could find your team spread around town, looking at things and commenting.
is similar to how random encounters and turn-based battles have fallen out of favor.
To be fair, regular rpgs are strangely niche. Except for Dragon Quest (especially 5!), even game companies themselves don't seem too keen on making them nowadays and early on they were never the most set after game style by players. I love turn-based, and yet I can completely see why it's not hugely popular, The other massive rpg Final Fantasy didn't even stick with it long, changing to ATB with 4 and never went back (not even FFX has a traditional turn-based combat).
Unlike the other two, how often you can save has shifted with the audience; In the 80s, 90s, and even early 00s, people generally had free time (not just children). They could sit down and play a game for four hours a day without sacrificing anything else, and many games didn't even ask that much of you. Past that, it seems like everyone's lives are getting crazier and they need more options to be able to turn the game off at an instant's notice.
On a note of older style of games, one thing that's stuck with me hard that might in fact be bad game design (I honestly don't know) is "missable" content. Save points and multiple save files allow for you to do the opposite of what "save anywhere" games tend to allow; undo a
ton of work in a controllable situation. I always have minimum two saves and usually have three in case it becomes obvious (and it often does) that I missed something four hours ago. I'm the kind of person who's willing to undo four hours of work to get something, I'm fairly certain that's not common.
Im actually very glad it stays true to their roots
There's definitely a difference between "true to your roots" and "stuck in your ways". I don't know enough about Persona to know which it is, but it sounds more like the latter (just from hearsay and this thread). Yes, you shouldn't sacrifice what makes the series what it is, but that doesn't mean it can't change. FE8 was largely ridiculed since it was basically FE7 but with a different story (also considered shallow in general, but that can be a side effect of keeping too same).
Its cool if they are better integrated in the gameworld , than just a crystal floating around.
Finding ways to either lessen the clash between in-game and meta effects (such as save anywhere) or by making meta effects make sense in game (save points that actually save in world, like a book or the church) is helpful with trying to keep "suspension of disbelief". I even like games that do this subtly with other meta effects like opening the menu (Fallout's arm brace) or bigger with making battles actually somewhere you
go (from "card game" rpgs to Ephemeral Phantasia's "rip open reality for random encounters"). Mind, it can come across as "cheesy" or itself break that suspension.