>>15596449
Health is an abstraction and a resource. Something being "bulletspongy" doesn't actually means "it has too much health". That's a symptom, not actually the problem.
Whenever you're facing against an enemy, what's actually happening is a war of atrition. You're spending your resources, of which your Health is but one of them, attacking, defending and evading while your enemy does the same thing. The chalenge from a fight comes from proper resource management and risk assessment, that's what makes every single great fight actually fun.
However when you're fighting against an oponent and you've managed to learn his pattern of behaviour well enough to the point that you don't actually have to spend that many resources to win, the fight loses all of it's fun potential and therefore, it should not last too long since you'll be doing the same pre-planned action over and over again for a long time.
To the game, you've already shown that you can evade every single attack the foe throws at you, asking you to prove it 50 times more will not change the outcome and thus the rest of the fight is pointless.
There's an addendum here however for games where evading damage isn't really an option. These can be RPGs or FPS where your enemy has hitscan weapons. In these cases, your oponent will always cause damage over time, even if you can mitigate it. This puts a soft time limit on the fight, you have to finish it before your enemy wilts you down.
However it goes back again to using your resources that makes the fight interesting. If you're tasked with looking for proper positioning, skill combination and combos, party composition or some other mechanic in order to maximize your damage and defense, that's a fun fight. If all you do is use whatever stats you had when the fight started instead, then the fight is decided before it even started and it's just one big cutscene. In this case, your foe having too much HP is just a requirement that you have your stats this high before you can proceed, not really fun at all.
Keep in mind that this goes both ways as well and often harms the gameplay. Best possible example here is Skyrim.
Skyrim lets you chug down potions and eat food while the rest of the game is paused. This means that if your character has 150 HP, 3 potions to recover 50 HP each and enough food to recover 50 HP more, than your effective health is actually 300 HP. This changes the emphasis away from the combat onto potion hoarding since the more potions you have, the worse you can perform and still win. Whats more, the combat is incredibly shallow and there's little you can do with it to change the outcome of a fight, making potion hoarding matter even more than blocking or powerattacking.
Same thing goes for your enemies, where they aren't difficulty because they have a smart AI, use spells tactically or combat maneuvers but rather because they have a truckload of HP and they will cause you a lot of damage before you can take them down.