Players don't petition against it because it's making the game harder for them; they petition against it because it's not fun for them.
Well there's the issue then, you have to make it "fun" (though I think "engaging" is a better word, not everything has to constantly be positive and fun to be worthwhile or memorable). Like Beoric said, you should obviously ditch it if it's just management for management's sake, but if it's gotten to that point in the first place
in an exploration-focused game, then you've got an issue. Light is an important and underutilized component of exploration, it lets you conceal things, build suspense, etc. There should be monsters that wait to ambush those characters in the dimly-lit periphery but are terrified of torchlight waved at them as a threat, secrets and treasures that sparkle and reveal themselves when illuminated by a lantern's beam, NPC's that call out for help or to give assistance when they see the shining beacon of the party in the distance.
Like any resource in the game, you have to give the characters clear benefits, reasons to
want it, and then make it equally clear how it can be threatened.
Now, you could say "but not every player wants that and if they don't want that then don't do it" but in my experience player's generally don't know what they actually want. They know the
kind of game they want to play, but not the mechanics that would make it function in a satisfying way. Some players will only ask for features that make it easier at the expense of engagement. There's probably people who don't want to deal with the limitations of the magic system and think it would be more fun to fling spells around willy-nilly like Harry Potter, but that would make for a very boring game of
D&D in practice. Encumbrance and light sound boring
on paper which is why many modern groups dismiss them outright, but implemented well they add a lot to the dungeon-crawling experience.