Flasks are a buff, and Melee isn't the only class that can use flasks; Summoner is also able to use them. However, Flasks still persist after death, and there are no problems there.
As I said earlier, Summoner is going through an
identity crisis, and I've been pretty vocal about it since version 1.4.2+. Summoner merely adopted aspects of Melee Class [because it made sense] and "Melee" retained certain benefits for a reason, as a rather new Melee Class player myself, I have my suspicions as to why that is, but I can't prove any of it because I'm still new to the Class overall,
but I can say to some things just have "carry-over", and if these aspects don't do much harm, there's no real reason to change them.
In addition, Flasks, even in 1.4.4.9, retain a special feature that even Buff Stations don't possess [and
vice-versa], so it's safe to assume that this feature was especially designed for Melee Class, with Summoner adopting that feature later on, which the same can be said for Minions overall [which aren't unique to Summoner either]. That doesn't suddenly mean that Flasks and Minions should possess the same unique features, just that 1.4+ entertains the idea of
some cross-over.
I don't think this isn't your point, but it sounds like you're saying people should suffer extra punishment for dying they playing a more complex class...
Minions are "Free,
invincible, DPS Helper adds,
without a timer", they're a passive Buff that can kill things automatically, without any input from the Player... like,
at all. In fact, Minions are
so potent, that they practically neutralize certain Notorious Enemies during
certain portions of the game that are meant to be challenging [i.e. Blades Staff vs. Diabolist/ Pyromancers]. Being able to 'stun-lock' an Enemy immediately after respawning is absurd...
just, NO!
One very important part of game design is, "Don't punish failure, reward success." I'm not saying you shouldn't be punished for dying. Of course you should be punished for dying. I'm saying you shouldn't add insult to injury. That makes games more frustrating than fun.
You're simply losing your buffs after death,
which is totally consistent with how other Buffs in the game already work, choosing to focus on Minions specifically, because you feel the impact of losing a powerful advantage, more than another, doesn't make it any
better or worse than any other buff being lost; at least it's
mostly free [at the cost of Mana].
The original play style is based around having Minions. People are asking to keep having minions immediately after death. I don't see how this has anything to do with intended gameplay. (Unless you think needing to resummon your minions after death is part of the intended style. If so, you're just assuming it's part of the intended gameplay-style. Summoning is an obviously major part of Summoner, but why would they intentionaly make death extra punishing as part of intional design?)
You saying it's "extra punishing", doesn't make your conclusion true or false, but if I was to say, it doesn't matter which Class you play as, you'll lose your Minions upon death will actually be true, in which case, no single Class is being singled out, it simply means that you lose your Minions when you die, and that's all it means, you adding extra sauce on it doesn't change that fact. This counts for most other Buffs too, even the update Buff Stations; why should Minions get special treatment, especially being so powerful?
Even with Sentries giving persistent defense, Summoners are worse off than other classes because they respawn with their weapons at full power. Summoners need to take time to resummon their minions instead of respawning with their offences at full power.
"...and that's what makes them unique... ta-dah!"
Now you have a new type of struggle to manage,
upon death, you have to regroup, isn't that interesting? That's what it means to play as an architype;
strengths and weaknesses.
Fun fact: There was only one sentry before 1.3 and the two added in 1.3 were post Moon-Lord. There pre-Plantera sentries until the Old One's Army in 1.3.4. Saying to use Sentries seems like it goes against the "original, intended gameplay-style." you said literally a sentence earlier.
DD2 conceptually added [and fleshed-out] a newer style of play to Summoner Class, "Tower Defense". Exactly what's your point here?
You have an oddly extreme stance against a small quality of life feature. You should probably chill.
I can only give information, how you receive that information is
out of my control. If you suspect that I'm losing sleep over this thread... I mean,
okay??