It's always easy to tell someone to not use a feature in a game. I mean, the discussion about Rewind in this thread is the exact same as the one centered around the game breaking Experience Share in recent Pokemon games.
But if there's a feature that's a fundamental part of a game, and there's no penalty for using it, then it's clearly a critical feature of the game that's meant to be used. Deciding to not use such a feature is giving yourself a self-imposed challenge, which is not the kind of thing most people do when playing games. Sure you could play Mario without getting mushrooms and powerups, or Doom with only the chainsaw and/or pistol, but for most people casually playing through a game, why would they do that?
If Rewind and Experience Share are really not to be used unless you need extra help with the game, then I think the developers of these games need to think about their messaging (e.g. how they're communicating these features to the player).
Look at Celeste's Assist Mode. It allows you to "break" the game by giving yourself unlimited health, making the game slower, and whatnot, only if you start the game in the special Assist Mode. But it's made very clear that these are self-imposed enhancements for playing the game not as intended, not self-imposed challenges. Because of how these features are communicated to the player, nobody is going to go out of their way to play Assist Mode unless they need help with the game.
Also, look at how Nintendo's allows you to skip entire levels if you suck at them, or provides game breaking powerups or enhancements to allow for easier play. Not only are these clearly shortcuts for bypassing things you can't beat, but they also punish the player. Splatoon 2 Octo Expansion won't give you a Mem Cake for beating a level, MK8D's driving assist won't allow you to get the best and fastest speed boost, and DKC Returns won't just give you those collectible Kong letters and puzzle pieces.
Basically, it's easy to tell someone to not use a feature, creating a self-imposed challenge to make a game harder, but it's not easy for most people to do. The game itself should ideally change its messaging to make the feature a self-imposed enhancement, or to give incentives for not using the feature. Otherwise, "game breaking" features like Experience Share and Rewind are on the same level as fundamental parts of a game like mushrooms and Toad houses in Mario, or RPGs and grenades in shooters.