Saving in VN games, even more so for eroge, has been a thing since they started to exist, and there might be a reason for it.
I might be wrong, but I think it's more a personal choice from player if they want to "savescum" before some events.
Some like to do it, some choose to not do it.
But trying to remove that ability altogether to force the player to play in certain ways might be a design mistake, and player would prefer have the option to do it or not, based on their preference, rather than be forced in only one way.
A better way to do this for example, would be with difficulty levels often seen in rpg and narrative games :
normal -> can save when you want
hard -> auto save disabled, can only save three time each game day
hell -> can't save, automatic save at the end of each day, save is destroyed when loaded.
That's just an example, but this way at least let the player choose how he want to play.
Now I'm gonna act arrogant "as a game design student" just like some people do on reddit with "as a war veteran" and say :
- "It's better to have 100 players playing your game in 100 different ways than 100 players with the same playthrough"
and
- "Don't try to think what is best for the players when designing a game because they will always try to do it their own way, just give them options to choose from to make them think they are in control"