Agreed - players and devs often see this slightly different. Essentially, it’s “guess” vs “no-guess” maps.
Many Minesweeper fans today prefer no-guess boards, while others enjoy the added challenge of probability-based decision-making. It adds another layer to the game. It’s a matter of preference.
In Dungeon Squire and Dragonsweeper, most maps don’t require guessing, but some rare tough seeds do, like this one. I actually enjoyed it, even though (or because of) some guessing involved. The fun is to determine the safest square vs the square promising progress, that is: risk vs gain. There wasn’t any 50-50 though, but more like 1:3 or better, which feels fair.