I'd imagine losing even one ship is considered a "failure" by most players.
When the value of the ship lost exceeds the bounty reward, I consider the fight a defeat (because I want to maintain pristine no d-mod fleet at all times). This is why I love Hull Restoration, because that changes the victory threshold from flawless (or one small ship killed late) to lose maybe several ships (if they all are recovered without any d-mods). A huge QoL boost. Unfortunately, this is not as good as a build that reliably avoids casualties.
Credit costs may be less useful with Ordos since players want loot or story points instead but killing human bounties is mostly about credits (and maybe rep too).
It's less about the fear of losing ships, and more about the fact that feeding d-modded junk to an alpha core triple s-mod Radiant one by one isn't going to achieve anything. Density of power matters a lot in lategame, which is exacly why leadership skills are so dominant - they allow you to cram more power into the same amount of DP.
In case of BotB, it also lets the player outright deploy more ships (200 DP instead of 160 DP) right at the start that cannot be taken away (by enemy stealing your objectives). The YouTube slayer fleets that use BotB have the numbers (and elite officers and three s-mods) to do their job right at the start. The only other more ships skills reduce DP costs, and those use less powerful ships (no officers for Support Doc. or d-mods for Derelict Ops.)
If you are willing to touch respecing, then Id say taking early game campaign qol from tech and industry in order to get the economy to sustain bounty fleet, before resppecing into combat or leadership to win fights has been pretty normal in my playthroughs
I want to avoid respec as much as I can. The only time I did it was to change s-mods on Ziggurat from ITU to Expanded Missile Racks (after I collected enough AMSRMs and Resonators from Omega ships) by toggling BotB on, get third s-mod on Z, then off (and remove ITU). I dislike spending story points without refund. Only when I can kill endgame fleets with +500% xp do I consider story point gain acceptably fast and I am more willing to consider spending them on temporary no-refund uses like skills and officers. I still plan to sink hundreds of story points on multiple improvements on five or six of my colonies, and I do not want to waste story points on other stuff like skills, officers, and fleets. 2^n costs are a royal pain.