So, the players that want masochistic content getting rooked by a masochistic bad ending isn't the type of punishment they want and/or deserve??? The irony of your comment weighs heavy.
More like your reading comprehension is lacking. I'll try to simplify it:
1) player wants to see masochistic content
2) player has to lose the game to see that content
3) that means the player has to lose at every point to make progress, thus punishing them by making them have to redo/replay content over and over.
If your audience is the masochistic players, having to fail the win condition to see the desired content is bad design. This has nothing to do with a masochist wanting to be punished and playing a game that makes it harder on them. That's not how things work, and by general principle is the wrong approach to game design. I hope I made it easier to get. It's not about irony of making things difficult, its about core design concepts. Certainly someone probably gets a kick of having to play sections over and over to see the desired outcomes, but that isn't a proper standard.