So, I'm in the middle of outlining my essay on luck in golf, and I think the concerned raised here is one of human psychology, but not of any actual substance.
Premise of the question: Since there is a bit of randomness in every dispersion pattern, why is the shot that clears the hazard (the bunker), penalize more than the shot that goes in the bunker.
You can tackle it a few ways addressed here.
- the entire hazard (fescue and all) is the hazard. Which has repeatedly been addressed in this thread.
- the "better shot" is the one with the best outcome, period.
- the look has been of the course has been prioritized over the play.
The thoughts I have on the subject are limited to a discussion about video game design (applicable here) by
Justin Ma, where people inherently do not like when the perceived output-randomness (randomness that happens after a decision) as creating negative outcomes, but they do like output-randomness as creating positive outcomes. It's why we have a culture of raking bunkers, and people are livid from ending up in a divot in the middle of the fairway. For better or worse, most people just don't like seemingly random distinctions as giving them a negative outcome.
The first-order example i thought of specifically for the essay was that "fun course" bunkers should kick away from the bunker in every direction, so that if you end up just next to one, you don't accidentally kick into it from bad luck. A second-order effect idea that I had, was that if you do have areas in your course kick into the bunker, the bunker shot from where balls trickle in should be notably easier to get out of that the scary other side of the bunker, so that players feel like the got a "lucky spot in the bunker" and "it could be worse."
I am a bit hostile to this psychological quirk of humans, but I see no reason to push back against the data these game designers have. People will be inherently hostile to this sort of bad-luck-for-better-shot design pattern, so I think it's best to avoid it in the first place. The research has also effectively made me abandon my thoughts that we should have smaller, but unraked bunkers to save on money, as it would probably just infuriate players. I wish we had one or two courses that had design patterns like this so we could experience them for ourselves, but I could see how the inherent hostility people had to them would make them non-viable.