The only scenario in which I see this making sense is in games that don't rely solely on combat to be challenging. By means of either puzzles, branching storylines with tangible consequences, exploration rewards etc. Basically, games in which there are miriad ways to f**k up. That way, even if the player can't get into the combat mechanics, some sense of challenge and progression is still present.
Even so, I wouldn't advocate adding God Mode as a native feature. I'd be more inclined towards "Narrative" or "Casual" modes, that are quite easy, but that carry nevertheless a semblance of challenge, and can even encourage players to ramp up the difficulty later on if they feel confident.
Otherwise the gameplay is reduced to de-facto quicktime events: arbitrary button-mashing rituals between cutscenes. Much better to watch a Let's Play or one of those 'movie cuts' on YouTube. Although, to be honest, there seems to be an audience for quicktime event extravaganzas out there. Beyond: Two Souls is the living proof of that.
As for games who deliberately go out of their way to be challenging, to the point of making that their main market differential (like Dark Souls), than the answer for me is a big no-no. There's a reason these games were made the way they were. Punishing players is part of the designed experience. Asking them to subvert their main strenght is akin to asking novelists to add a mandatory TL;DR at the end of their books. It's just not how it's supposed to work, and if the player in question objects, there are many accessible options elsewhere. "Everyone", after all, is not a realistic demographic to pursue, and there's nothing wrong with that.