Yep. On a logical level, I understand fully the design purpose behind them. That doesn't make it feel any less shitty. Unfortunately, for the most part, non-resource-progression CCGs from the first and second generations all pretty much croaked. Most of the games that managed to avoid the system and survive were weeaboo fighan cards. Fantasy Flight Games creating the Iron Lung Distribution Model helped to resurrect some of the flatter resource schemes (Game of Thrones and Star Wars technically involve resource progression, but it's not vital; Netrunner provides baseline resource generation that is sufficient to win the game/tournaments with, alongside burst economy).
However, as long as you're working within that system, i'd suggest moving closer to 23-25 resources than 20. With 20 resources, you're only sitting at a 44% chance of actually hitting your 4th land drop on turn 4, and only 63% to hit 3 lands on turn 3. The charge system takes some of the sting out of flooding, so it's generally better to run closer to 25 shards than you would in a normal Magic deck.
At 20 lands, on the play, keeping a 1-lander, you only have a 74% chance to have seen a second+ land by turn 4.