I agree - just ignoring errors and hoping they go away without affecting the rest of the program is just madness.
Building robust code is not about hiding errors, but finding out what caused them.
If it's a save function, then the format of the save file should be well known. As such, any deviation from the well known pattern is likely to indicate either a failure to correctly save the data or else a failed edit by an outside entity. If you're worried about the first of the two options, then you need to identify the failure to save at save
time rather than load time. There are several methods by which you can do this (Saving then loading and checking if the load resulted in the same game state, creating a check-sum or something off the expected save file, etc..)
reason you'd need a robust loader is if you support multiple versions of the load function based on previous versions of the save function (Backwards compatibility). In that case, you only need enough information to figure out which loader you should use rather than making a robust error checker that allows you to do it.