Mad you can't make threads anymore lolGood thread OP
Same goes for ice levels, windy levels, magnetic or gravity reversal levels, and autoscrollers.if you're talking about platformers, it's because the water gives the player character essentially the ability to fly up and down, this breaks up the somewhat monotonous movement and enemy encounters you would be used to.
In terms of older platformers, due to being short and the game length relying on resets. water levels essentially throw a curveball at a player that might have a good grasp on the mechanics half way through. and thus sending them back for a reset, and extending the perceived length of time to beat the game.
A lot of the aggravation of water levels probably stem from these exact things. Breaking up a good formula? Unnecessary curveballs half way through? Resets extending the life of a game. It's not hard to see the dislike.

Because as much ad water levels suck the water level music is usually tight.