It's good that you make the differentiation between intentional and unintentional friction. Death Stranding is a great example of a game with intentional friction. I've long been an advocate of the idea that, whatever else a game is, it should be "fun". But Death Stranding stretches the definition almost to breaking point.
Many folks find its frictional elements painful or annoying. I must admit, I did actually find them fun in their own right. But I think they only remain fun because:
a) They are regularly punctuated with different kinds of reward - little dopamine hits that create a kind of cadence to gameplay and;
b) They are continually recontextualised as you progress your way through the game.