Ah, thank you for the clarification.
I know I'm nagging at this point, but I do implore you to start a discussion about making Deerclops despawn after the player's death or at least make so that it despawns after 2-3 player deaths (Making the current despawning timer shorter could also work). Again, an early-game character beating Deerclops by mindlessly smashing their face into him a thousand times and getting their hands on QB-tier equipment sounds pretty progression-breaking to me and is far worse than making Deerclops less faithful to its incarnation in a game that plays nothing like Terraria.
There could be worse things...
We currently have the goblin invasion which has the same mechanic (how many Master mode players have ended up dying over and over again to a goblin invasion around their house?) as well as pirates and other invasions, including the pillars.
A lot of games reward dull, persistent beating-your-head-against the wall mechanics (most RPGs can be beaten by grinding/leveling), and it's good for weaker players. For you personally (and for me), we can fight it the hard way. But why not give weaker players a way to progress? It's like the celestial pillars. Sure, you can cheese them early one to get great equipment (when I first started playing, I couldn't beat Fishron without a Vortex Beater because I didn't know his pattern), but it's not fun, so I just stopped, and I don't know anyone who regularly does it. It helped me learn, and now I could do better.
It's not objectively bad. What's the harm in having one boss be different? Especially in Classic mode.