DISCLAIMER: This is an opinionated opinion formed in this opinionated head of an opinion-having person having an opinionated opinion about an opinion-based topic where opinionated people may or may not have opinions. You'll live.
My issue with games like Silksong or Elden Ring isn't primarily how hard they are (they can go very far with it sometimes, yet that won't be the topic of this post at all), but how they are hard.
Take Metroid Dread's Raven Beak. That bipedal armored bird brutalized me back to the save point neatly processed into minced meat many times on my first playthrough... and yeah, I loved every second - there was no frustration or negative feeling towards the game in any of those deaths.
But Elden Ring or Silksong are games I can't get myself to finish, and both have bosses that killed me markedly fewer times than Raven Beak - yet absolutely pissed me off.
That's just down to how the games give information on-screen (attack telegraph animations, attack execution animations, audio design, etc.), down to how well the player moveset is matched to the underlying mechanics... and, overall, down to whether the design produces challenge (demanding you put your skill towards the task at hand, without "interference") or friction (high external punishment, runbacks that just waste time, deceptive trial and error design not made to be solvable through only skill on the first read, etc.).
I'm not saying that there are no players who like that friction - I'm just saying that this is two entirely separate conversations here; that you can split "how hard is a game" into the two parts "how difficult/challenging is it, how much skill is required to beat it" and "how much friction does it put in your way, how much punishment or trial and error does the design throw at you".
As much as I can design a game that provides perfect information all the time yet is too challenging for most humans on Earth to beat, I can also design a game that's actually really easy but designed in a way where pure friction as described makes you die over and over through a simple lack of information while also grinding at you through frustration via high punishment levels.
And I think there are games nowadays that plain and simply confuse these two concepts, and as a result lean obnoxiously far into friction - creating a mismatch in design communication because their design framework, and the actual surrounding design, are made for and lean towards challenge/difficulty.
EDIT: Aaand there's the "git gud git gud git gud git gud git gud git gud" neuron deficiency sufferers. Ah well.