That was addressed in Patrick’s piece and in the podcast.
The popularity of From’s games did in part come from their difficulty but that was largely based around a response to a growing distaste with overtutorialization in games at the time and arguably the aspect that made them most popular, more than difficult execution, was that they used repetition and certain enemies to teach players certain skills rather than onscreen tutorials.
Also, part of the issue around this discourse is that “easiness” or what Austin referred to on the pod as “lowercase a” accessibility and accessibility with relation to people with certain disabilities have become conflated.
I’m of the opinion that From games could absolutely have easier difficulties and have actually been getting easier over time. I’ve only played a little bit of Bloodborne myself, but from what I understand Sekiro has more checkpoints than most From games and even in my limited experience I can understand how that can make for a smoother time. Patrick also mentioned that technically, asking friends/the internet for tips and reading messages that people leave behind in the Souls game are also ways of modifying difficulty.
Adding the ability to modify difficulty makes the game more accessible to people who are slightly less masochistic than the average From fan and allows them to enjoy other aspects of the games, like the lore.
Accessibility for people with some kind of disability is something that the industry across the board has to think about and can most often be achieved by allowing people to modify their control schemes and use sliders to tweak certain aspects of the experience.
These options don’t necessarily modify the inherent difficulty of the game (although some might i.e. aim assist in other games) but would allow people to execute maneuvers their body might not otherwise allow.
The fighting game Rising Thunder or something like Divekick did a similar thing for that genre. You don’t have to be able to execute controller motions that can be difficult for some people, but a lot of the other inherent difficulty of fighting games such as reading your opponent and timing your moves are still present.