There are two (subjective) ways to beat content:
- using your ingenuity,
- doing what you are supposed to do.
The latter feels a lot less fun. But the latter is also the trap designers necessarily run into when designing perfectly tuned challenging content. There is no way to design very challenging, but still beatable content without having a way in the back of your mind about how the player is supposed to beat it.
The feeling of having overcome an enemy not by use of your ingenuity, but by doing it the way you were supposed to do it, is disillusioning. You are not free, but bound to an artificial fate.