If you’re thinking these games require perfection then they’ve done a bad job at presenting what’s required of the player. Outside of dodge roll or parry timing, of which only the former is anywhere close to being necessary, there is very little precision involved. Most of the series is just about, as you’ve alluded to for the other examples, being careful.
I think that focusing exclusively on the (perceived or actual) difficulty of Dark Souls, whether as a positive of the game or a negative, is a disservice to it. It's missing the forest for the trees - the game isn't just 'a difficult game'. Being difficult is a part of it, but giving you the tools to overcome that difficulty, to create room for error and opportunities to exploit your enemies, is just as important to its design, I think. Increasing your level is one thing, but thinking about how best to use the items you have, equipment, consumables and spells alike, is how you overcome it more than perfecting the spacing and timing of a single attack. And of course, the story and the world are engrossing as well (in my experience, YMMV obviously).And thus has always been my problem ever since I uninstalled the first Dark Souls after just under six hours of playing. Maybe it's just "old man yells at clouds" time here, but my issue is that Soulslikes don't punish mistakes; they punish imperfection. And the player is expected to slam their face into a brick wall for the "privilege" of sticking their bloodied visage through the hole and saying "look how good I am".
Maybe I'm just finding different words to say the same thing, but I feel like both the 'git gud' crowd and the anti-'git gud' crowd are problematic.