Nirth: People have different taste, I think you just want people to like what you want a little too much. :P
I don't care whether people like the same things I do per se but it depends on the general opinion whether features I adore will reappear in future games. That's imho a friggin' good reason to want others to agree with oneself. And it's even more annoying when the reasons others provide are generic casual non-sense. I mean, comparably smart people complain about the cases where respawning enemies are indeed fucked up but developers take it as a signal to not even try doing it right - that's bad. What's worse: often the people who hate stuff of this kind are the loud minority while the people who like certain features just enjoy them in silence, further pushing developers in the wrong direction.
Nirth: Anyway, give a few examples where you think it's justified to have severe respawning and lay out reasons why other than "because I've the skill to survive" or anything like that.
Call of Duty - I'm not a fan of the series and I'm tired of the formula but I did consider the infinite stream of soldiers coming from both directions with the player in the middle quite a clever feature at one point. And judging by the popularity of the series so did the majority. It *did* keep the game(s) exciting and epic before we all got tired of the concept.
Aliens versus Predator (Classic/2000) - The respawn rate of the aliens was a bit too intense *but* playing as the marine made you at least feel somewhat the way you should feel. You just *had* to act fast, death was inevitable unless you'd get the job done as fast as you can and there was a constant feeling of fear (although also frustration, but that's a matter of execution, not concept). AvP2 removed this feature and while it was in many ways the better game, the fact that enemies would practically exclusively appear as you move through the level and trigger static events totally killed the whole idea of an Aliens game.
Nosferatu: Wrath of Malakhi - Very underrated gem of the horror genre. Anyway, you'd explore a randomly generated castle and the gameplay involved a lot of backtracking. Respawning enemies kept the tension and challenge up, else you'd just end up walking through the same corridors over and over, bored instead of scared.
Stalker - Obviously a somewhat different case as it's a big open world RPG but the respawning enemies made the world feel alive and kept it from becoming boring. Unlike the team behind Far Cry 2 the Stalker guys did a great job, they made sure that it doesn't feel like the exact same fight each time you pass the same area. Same overall concept, totally different result. Just further confirms that it's a matter of execution.
Jedi Knight - At *one* point in the game there is an infinite number of stormtroopers coming from an enemy fortress. It perfectly creates the feeling that it's an actual fortress, it gives you an idea of how powerful the enemy actually is and it adds a lot to the level design. An area you can't enter and where enemies keep coming from is just *so* much more impressive and believable than indestructible turrets, an impassable minefield or a simple gate which won't budge.
Kiss: Psycho Circus - The Nightmare Child - Another example of clever *limited* use of infinitely respawning enemies. You'd frequently come upon areas where there would be "spawners" which generate cannon fodder as long as you won't destroy them. These situations would often demand wits and dexterity and cause your adrenaline to go up. Getting past them would often make you feel just awesome for a few moments.
Cannon Fodder - Well, not an FPS but ironically a similar concept as in Kiss (ironically because I just used the term "cannon fodder" there :P). Buildings spawn infinite numbers of enemies and destroying them is tough, additionally the rising numbers of enemies demand or at least support fast thinking and acting. Assaulting a complex of multiple buildings is often a deeply tactical and incredibly exciting challenge. Fighting an infinite stream of enemies and the goal being to make it stop just is an underrated game design concept.
Metal Gear Solid 1 & 2 (and all other "Metroidvania" games for that matter - people may deny it but the first two MGS games were part of that genre) - The game rewards exploring previously visited areas (and sometimes forces you to do so plot-wise). Reappearing enemies is what keeps the game from becoming one long boring walk. With more interesting mechanics like the stealth stuff in MGS it doesn't get too repetitive or boring and you enjoy revisiting areas that you had trouble beating earlier with new equipment and skills (skills that you've learned, not the characters acquired) as a) they play somewhat differently at that point and b) you've gotta enjoy dealing with those once tough situations with ease. That's also a much stronger impression of progress than you get from many CRPGs where you get higher attributes and badass equipment but the gameplay and difficulty are supposed to remain almost the same at all times.