That's an interesting question overall.
Regarding FTL, I think it's mostly a matter of how you approach the game. If you into it with the idea that you're going to try a specific type of build, you're going to have a rough time. The game throws stuff at you and it's up to you to build a coherent whole out of it. If you've got it in your mind that you're trying to build a drone ship, you're likely to miss out on a lot of opportunities. Basically, I think it emphasizes adaptation over planning, and that if you approach it with that in mind, the random elements are mostly fine.
Will you lose the occasional game because you got no extra fuel ever? Yeah, you might, but that may only happen one in a thousand games, and it'll probably be fun trying to survive anyway. I'm also pretty sure that "letting you win every time if you play perfectly" wasn't a design goal, and the focus was more on enjoyable play sessions. For that, I think adaptation over planning is a good call, even if it'd be nice to play a more planned-out game of it every now and again.
... I feel like I've written out something very similar at some point. Ah, well.
I have a strong sympathy for events that make me lose things due to circumstances outside my control.
Excessive control removes the FUN (read it as a DF quote).
I pretty much agree there. The main thing is to give the player options to try to deal with things, and make sure that it's not DF-style FUN all day, every day.
"Hey, so you went into this star systems, and there are no exits, gg no rp" is no good. But other stuff random stuff can very much work, to whatever degree the rest of the design allows you to adapt to changing circumstances.