As a Souls-like fan myself, the "git gud" part of the community can definitely be obnoxious sometimes. Accessibility is fine and I'm all for it if that means more people can experience these games. The Souls series is an interesting case where accessibility is really tied to how you build your character and your ability to explore. If you know what you're doing, or if you can find a good playstyle that also happens to be quite powerful, you can definitely make the games easier for yourself...
Dark Souls 1: Pyromancy is overpowered and can be used by literally everyone because it requires zero stat investment.
Dark Souls 2: Magic in general is incredibly powerful (especially Hexes), Twinblades melt enemies in seconds, and speedrunners use Rapiers for a reason.
Dark Souls 3: Warden Twinblades. Sharp infused. Super fast moveset that quickly inflicts Bleeding. Use buffs according to the enemy's weakness and you'll cut through everyone like butter.
...and so on. The devs also made sure to reward you greatly for exploring the world. Sekiro is probably the biggest contender here, since it threw away a lot of its RPG mechanics in favor of tying progression, such as HP upgrades and new abilities, to exploration. If you're stuck on a boss or area, just leave and go somewhere else! Maybe you'll find something cool that'll give you an edge in that place you were stuck in. That right there is peak non-linear design in my eyes.
(Oh yeah, and if you're ever in a bind in Dark Souls, Co-op is always an option. There's absolutely no shame in asking for help!)
Elden Ring is gonna be even more promising, since the devs explicitly stated in a recent Q&A that they designed several mechanics for the purpose of reducing player stress (ie Statues of Marika, Spirit Summoning, Stealth, etc). And since it's an open world game, if you're struggling, you have a PLETHORA of ways to become stronger (as you can tell, I'm gonna have one hell of a February).