Sorry Curl, but no. I'm actually fairly against difficulty levels, if anything they more often than not break the experience.
Not every game is for everyone, in some things you're good, in some you're just not.
If anything, more games should be like Souls (and most much older games, while we're at it) and have only one diificulty (or at worst very, very narrow leeway) and it's up to player to either figure it out, or look for another game that suits it needs and skills.
I'll give you an example from similar hobby, boardgames - I mostly like to play so called Euro-games (it has nothing to do these days with country of origin), but mostly of medium weight, medium-hard at most (that being 3.5 out of 5 complexity on Board Game Geek). anything above that is no go zone for me...at least at the present time. There are some amazing games that are more complex, I just don't want to play them, either cause I don't have time, patience or both. But never have I thought that any of them need an easy mode, nor any of them actually have it. Why? Balancing of mechanisms - if anything, if there is lighter version, it's usually completely different game, often by different designer, that resembles its heavier counterpart, but aimed at wider market.
Which brings me to the very point - most video games these days are made for mass market, and they will have wide diificulty level scale because publishers want to sell as many copies as possible. But luckily, there are still games and developers that do not aim for mass market (although some of them do become popular) that do not want to sacrifirce fine balance of underlying mechanisms and then it's up to each person to decide if that game is for them or not.
What you said with the examples you gave makes sense for you. But why do you think people who would enjoy a different and easier experience should just not play the game at all? If the alternative is that they are so discouraged by the original difficulty that they won't play much of the game, isn't it better to let them have another option that they may enjoy? (Even if you or I don't enjoy that easier experience.)
I'm not completely against some sort of difficulty scaling in all games, it's just that I think if there must be some, it should be much, much narrower scale - cause, from my experience at least, wide difficulty scaling inevitably breaks the balancing. So, to answer your question, if game indeed has narrow difficulty scaling (so there is only slightly easier option) and if even then one is not able to manage it, then that game is simply not for them - and there's nothing wrong with it, there are plenty of games out there.
What I'm completey against is all sort of player aids, especially in RPGs - there almost nothing more game breaking in modern AAA "RPGs" than all sort of handholding devs are putting into them. Again, consequence of what is essentially niche genre going mass market and publishers wanting more sales, thus more audience from outside of core genre.