- The first reason is that I think hunger and combat go hand-in-hand, and I think hunger without combat seems a little bit like pointless micromanagement, while combat without hunger would be a little bit less balanced.
- The second reason is that it seems a little bit cluttered to have multiple difficulty settings with different kinds of content disabled or enabled. At that point, you might as well relegate the difficulty setting to gamerules. Some people like to claim that this is the "slippery slope fallacy" but what Mojang implements or doesn't implement or what they say tends to get canonized as what is "Minecrafty"*, meaning that if a "Peaceful but hunger" setting is implemented, it opens up the door to other ideas for difficulty settings. "What about Normal Difficulty but without invisible Cave Spiders?" for example.
*An example of this would be vertical slabs, which can now never be implemented or suggested because the Mojang devs said they wouldn't add it because... reasons? I remember in another argument someone brought up either Notch or Jeb saying that making slabs was a mistake because it deviated from the voxel look or something like that. I was dumbfounded how they seemed to suddenly be against slabs and stairs just because Notch or Jeb said something, as though either of those two or any other staff member are all-knowing on what makes a good voxel sandbox game.