Tokyo_Bunny_8990: 1) No softlock
This is the obvious application for this, the alternative being the player is just unable to save so any progress made is lost.
There are some situations where the player will be put in an unwinnable situation if they planned poorly and a save wont save them. This can range from going into a location unprepared against a very strong dungeon of enemies or even a boss with no way to leave or grind to strengthen their characters to take down that boss. This situation happens alot in RPGs, a recent one being Like a Dragon chapter 12 where there is a huge difficulty spike (those who played this game know what Im talking about). If you could save anywhere and saved before that boss with a party that was too injured or otherwise unprepared to take down the boss; you essentially softlocked yourself and need to reload an earlier save or even restart. Like a Dragon avoids this by removing any save points in the dungeon but this could also be avoided with a save system, like this.
This does prevent certain types of softlocks, including one type you don't mention: If, due to a glitch, you end up out-of-bounds and are unable to get back in bounds, then you can fix it by saving and reloading.
On the other hand, there are other types of softlocks it doesn't prevent, such as:
* Scripting bugs, where an important event can no longer trigger
* Killing an important NPC that you aren't supposed to (this is the sort of bug that happens in many WRPGs but simply doesn't happen in JRPGs or older RPGs that don't persist data about every single NPC)
* Not having enough money for a mandatory expenditure and not being able to get more (interestingly, Pokemon Yellow and Paladin's Quest both have special cases to deal with that; in Pokemon Yellow, for example, if you can't afford the Safari Zone, you are still allowed, but with fewer Safari Balls, but still the full time limit)
* If even basic attacks have a cost, being completely out of them. Similarly, in games where you need weapons to fight, if you get rid of your weapons and are unable to afford more, you could get stuck. (Something like Star Command's bankruptcy option would be needed to solve this case.) Note that there are some games where this sort of softlock is something a player would have to do on purpose.
Tokyo_Bunny_8990: 3) Encourages exploration
Finally, since this system prevents any softlocking, you can also argue that this save point system encourages exploration. Players can choose to pursue a more trecherous path earlier and see how far they can travel without having to retreat because they can essentially save and return back to a safe house vs saving and having to trek back with their injured characters. You can be more daring and feel free to explore since the save system provides a get out of danger card in a sense.
You forgot another aspect of this: It encourages attempting to fight battles that would be quite difficult or impossible, because the stakes are lower. It also helps to guard against extremely bad random results (for example, if an enemy casts a death spell on your party and every single party member fails their saving throw; unlikely, but it can happen). In particular, allowing something like this does allow the developer to include more dangerous encounters without it being too punishing for the player.
Tokyo_Bunny_8990: 2) Essentially a free quick travel
Crystal Project outright gives you an item that allows quick travel to the currently set home point, so you don't have to reload in that case.