I see your point. To me it's also a crucial part of the experience and for the developers too.
If someone doesn't like that then that's fine. I just still find it import to point out that this is not a flaw of the game.
I would agree, but there's a lot of subtlety in that kind of discussion of flaws and difficulty. For example, take Sekiro. Sekiro has far fewer options and available playstyles than other From games, and it kind of forces you to play it in a certain way (unlike, say, Dark Souls where you can do a long-range magic build, or a tanky melee build, or many many others depending on how you feel like playing it). In Sekiro, while there are small ways you can adjust your playstyle, ultimately there's very little wiggle room in how you can play it. BUT, as a result of this, IMO once you really click in with that specific way the game wants you to, it's one of the most rewarding and satisfying experiences I've ever had in gaming. And the difficulty of the game, that forced me to really learn that style, was a big part of it.
So, is the narrow, force-you-to-learn-the-game-on-its-own-terms style of Sekiro a flaw? I don't think so, it seems to be very clearly designed that way on purpose and IMO enhances the experience. But at the same time, that's going to put a lot of people off who don't want that narrow sort of experience. It's narrow, after all. It's not going to work for a lot of people. And that's okay, I feel.
But: The question of whether this is a flaw or not runs into problems when you bring up accessibility, however. A game's difficulty and design decisions making it only enjoyable by a narrow range of people due to taste is perfectly fine. But if it's something that literally is unable to be played by some people due to accessibility who DO want that kind of experience, that's a problem.
I guess what I'm saying is in games, while the original design intent and game balance can be difficult and narrow, adding an easier mode for people who ether just want it or for accessibility reasons costs nothing. If the standard difficulty of Sekiro was untouched, and the default, but there was another easier mode you could select (doesn't have to be called easy mode) then all it would do is allow more people to play and enjoy the game. It widens that 'narrow' window to be more inclusive.
Would adding that easier mode cause some people who were struggling with the game to, instead of continuing to work at it until they unlock that 'transcendence' moment in their brain and it clicks and works suddenly, move the difficulty down to easy? And as a result they can beat the game, but that 'holy shit I get it now' moment never happens? Possibly. But I think that's such a narrow and very specific group of people that would affect that it's worth the tradeoff.
(TLDR: Difficulty settings and more options are good and worth the minor negative effects they might have)