I think that's definitely a valid concern. The issue is when you couple it with saying it should be easier. No, it's too hard for you and you didn't like it, and that's fine. Nothing need be done about it, give it your 0 and move on.If we're arguing that a game needs to be hard to be experienced the way the devs wanted it to be experienced, then we have to allow for "This game is too hard to enjoy" as a legit criticism of a game. No more Git Gud, no more "You're just a bad player, noob." None of that, because being hard is the experience the devs wanted to give, and therefore is fair game for criticism.
Just like any other aspect of the game, writing, story, characters, etc...being intended parts of the experience and open for criticism, if being hard and struggling through something is part of the experience, it can be judged.
People should have a right to say "Cuphead is too hard, I didn't get passed the 3rd boss, 0/10 waste of money don't buy" and that's a 100% valid complaint because the intended experience is to be hard and they experienced the game as intended and didn't like it.
This all seems quite philosophically dubious
Inherently, the experience of any individual in an audience differs. No two people read the same book the same way, or watch a film and take the same experience, and so on. It's seems to me odd to a gamemaker to try to control that unnecessarily. If a player wants to play the game for a narrative rather than fine motor skill, why not let them? With a set difficulty level, a pr0 who breezes through in four hours and a noob who struggles through in forty have fundamentally different experiences. The "discussion" for some people might even be that they found it too difficult, gave up and de facto wasted the developer's efforts designing content and their own money.
It's not that I don't think there's any reason behind this design philosophy, I just think that as stated, it has some very significant flaws.
I think this is less about making people play a certain way and more making people not play in a certain way. In some games button mashing or using the same sort of weapons or strategies throughout the entire game is feasible, but here they want people to branch out and try new stuff and think creatively to make progress. They actually give you a ton more freedom than other easier games do, the only thing that they don't let you do is the one thing you are used to doing in other games, but when you average it you still have a lot more freedom here overall, you just have some people not interested in the freedom if it doesn't fit their very narrow specifics.
And the thing is that nobody is a pro when the game is new, some people may struggle more but everyone will be a newbie at first for at least a little bit so you can exchange ideas with that much. Someone who is experienced with the style of game will just get better quicker and then they'll be able to help others by figuring out all the optimal stuff in the game and sharing that information.