I disagree here. If this fight is necessary for an optimal result, then it's worth the grind.
An example from tournament practice — the fixed map MvM, at the starting position of Dungeon, next to the Castle, there is a Dwarf Cottage. There isn't much gold, so it's desirable to somehow break that Dwarf Cottage. But what to do if it's a large one? Obviously — upgrade the Harpies and break it with them. Tests have shown that with proper combat technique, you can break even a maxed one at 111. For this map, the gold bonus is huge...
But the price to pay is also corresponding — the timer is completely depleted. That is, you need to plan the development of day 1 so that you can retreat with all heroes, max out your credit, do all the necessary tasks, and only then go into the Dwarf Cottage for the gold.
At the same time, you need to assess whether such a move will pay off, carefully plan the development of week 1 (to not only play correctly on the dropping flag but also save time for week 2), and also plan the actual battle technique, because the Dwarves can pin you down, especially if they are in a stack.
This is exactly what is called game skill. If time in battle didn't tick, you could conduct several such fights per day and never worry about the timer at all.