I think this diminishes the game. Sometimes you just don't have enough information to know for sure. Experiencing this in a low stakes situation like a minesweeper game reminds us that life is like that sometimes and we just have to make a guess and accept the consequences.
A) No place for luck at all, either by making the game "forgiving", or generating a game that never has an ambiguous block, or
B) The game should make luck's presence more constant.
In case of Minesweeper, the most unfair event is when after a lot of pure skill-based play, the outcome ends up being luck based. As a game mechanic, this can work out to be challenging, or work as a surprise the first time, but it gets old pretty fast - because why bother putting in all that skill, just so be judged by luck in the end? And those who are thrilled by luck checks, will be turned away from the game because the exciting part comes last.
Because of this, I'd keep this logic game be about logic, or work luck into the game more deeply.
Solitaire is similar, with some of its starting positions being outright unwinnable. I'd just filter these out when creating a new game.
Minesweeper is more like a quirky old wooden board game, charming because it's always been what it is, warts and all.