Would you agree though, that there is a threshold for this? Because there have been many times where I've played a Zelda game, and taken a massive hit, and actually enjoyed it somewhat. I felt like a character in the movies, who wipes the blood from his lip with a thumb and then says in a gravelly voice "alright, so you've got some fight in you. Bring it." Best example, original cartridge OoT Iron Knuckle. He does 6 hearts of damage to you as young link. But at that point in the game, you've likely got between 12 and 16 hearts, along with other resources like fairies, milk or potions. The high damage gives you a full account of the stakes involved in the fight. On the flip side of that, I've played Zelda games where an enemy hit me and still only did about a half a heart of damage, and that was mid to late game. In ALBW I found myself actually standing still to take more than one hit from them, mostly out of pity really. It's laughable, and it makes you feel like the dungeon is coming at you with a rubber knife, and utterly ruins any tension.Bad hard is just more damage...
I think that the best kind of difficulty comes when a designer is aware of the type of difficulty they're trying to achieve in a particular game, dungeon or scene. Zelda games just tend to be a bit more difficult to work with, because they tend to emphasize different kinds of difficulty from dungeon to dungeon (at least the best ones in the franchise do, anyway).