The Warden is a cool mob in concept, but not entirely in execution. While it is true that horror game monsters are intended to be difficult to fight, the Warden is simply too good at tracking the player and spawning it is practically a guaranteed death. While yes, the intention is to prevent its spawning, the fact is that sculk is far too plentiful for the player to meaningfully mitigate its spawning. In order to remedy this, I have a few suggestions, pulling from horror games that use similar structures.
First, distractions. While noise is something the Warden responds to, I feel that currently it becomes too fixated on the player. Making it so the Warden will swap priorities depending on how much of a read it has on the player would go a long way, and it would also help to have more readily accessible noisemakers. Perhaps throwing eggs or shooting arrows would work, or more items could be made throwable like empty glass bottles or bricks.
Second, keeping the Warden off your tail. Since the Warden's canonical tracking method other than noise is smell, perhaps splash potions could be used to obfuscate the scent and confuse the Warden. Lingering potions would be a good opportunity to distract it longer, and obviously the shattering noise would lure it to wherever it landed.
Third, stealth. I think given smell is part of its tracking, as I said, it would make sense for the player to be able to hide silently in water or near other mobs to avoid being tracked.
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