No. If the developers make a game with no easy mode, or a difficulty setting to begin with, that is up to them. If part of what makes your game what it is is important to you as a developer why should you have to change it?
Hey, your game is too Japanese or too weird, you should make it more western friendly to reach the casual audience, or what? Not interested in money?
Fact of the matter is if you start to change what makes your game what it is just to sell more copies then you'll lose the aspect of it that made it what it was. Souls games were made to be hard, that's part of the experience; without that, let's be honest, they just wouldn't be the same, nor would they be memorable.
I do understand what Izzy is saying about difficulty and how little time you have once you're older. I've been playing Persona 5 almost exclusively since it's release and I just barely beat it the other day. 100 hours in almost 2 months, it was a bitch to stay away from spoilers when it took other people less than 3 weeks to do the same but still, I wouldn't demand that they make the game shorter. If the game's worth it you'll put the time in.
The reason I'm so adamant about this is because if you start adopting a policy of only developing casual friendly games you will never again make anything unique. Without a drive to make unique games you'd never have titles that are memorable. You'd never make the Souls games or Resident Evil and, by extension, Devil May Cry, Rez, Gravity Rush or anything indi.
One of my favorite games, Shadows of the Damned, went through 4 or 5 different concept stages. Originally it was going to be based on the drawings and writings of Franz Kafka and it was going to have mechanics based on light and darkness shifting the world. That sounds brilliant and unique, creative as all hell, but EA told them to change that and every concept that came after. They said that that sounds too weird for American players, that they wouldn't get it. To change it to a simple premise, one based on one of the 7 basic western archetype plots and that in the US your concept had to be so simple you could pitch it in the length on an elevator ride and that's how games and movies were made in America. Basically the equivalent of saying, 'omg, that is, like, so weird? I don't get it, couldn't you make it, like, something more simple? Yeah?'
That is what I think about everytime someone makes a video or write an article where they want to remove something that they don't like from a games and the worse part is that it comes up more often than you think. It's not just demanding that they make Souls games easy. Jim Sterling, for example, once made a video about how the problem with Square Enix was their character design as made clearly obvious with their release of a limited time Batman figure design by FF artist, Nemura, therefore they should stop and become more streamlined and 'normal.' It's why no one was buying their games.
If you don't like it don't play it, that's a perfectly ok thing to do, it is your money, do with it what you will. If there is something fundamentally wrong with the game, something that makes it less than it could be, like a garbage cover mechanic, or a terrible story you have every right to point it out, too, but if the developers have it as something crucial and a rudimentary aspect of the game, something that is part of what defines it, like Dante's red coat or the gothic horror setting in Devil May Cry or the unique stages of Alice, and someone wants it changed because they don't like it or it would make it more casual friendly then they are asking to remove a fundamental aspect of the game. I could go on but I'm getting preachy.