Geez, you make it sound like there's solid ground in the new PoP (and note that this is only an issue in the new PoP, as the SoT games had a depletable Sand meter that gave you a Game Over when you died and were out of Sand Power). For most platforming sequences there's only solid ground about once every 3 minutes or so of running along walls over using power pads.
That's dramatically overstating it. Only the approach and escape from boss lairs even come close to that, and the escape sequences in particular destroy a great deal of tension in doing so. The whole place is collapsing, you have to get out now now NOW, but then you fall, Elika takes you all the way back, and you still have plenty of time left. Infinite time, as it turns out. But those fake hurry-or-die sequences in games bug me in general, so whatever.
That's a LOT of ground to have to make up when you die,
That's a funny way of putting it.
But yeah, combat is pretty tense and exciting. It still feels safe, though. If you screw up, the enemy gets a massive chunk of HP back, which means the fight will take longer. Your victory is still assured. Your greatest threat is frustration.
The new PoP never gives me the sensation of failing and having to try again, even if that is what literally happens. The painless reset makes it feel like I'm still on the same try. In fact, it gives me a similar feeling to save state scumming or abusing quick saves. If you can manage to feel like the game isn't holding your hand and making sure you have your lunch money pinned to your shirt, then more power to you.