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Any of the soulsborne games.
If your game is advertised as being "extremely difficult", it just means it is lacking tons of quality of life features and goes out of its way to punish the player by making them repeat the same slog over and over. It is quite easy to make a difficult game, much harder to make a fun game.
Just imagine how much better and shorter Dark Souls would have been with a marker telling you where to go, instead of you fumbling around going through the same areas because you have no idea where to go next. It artificially lengthens the game.
But the worst part about those types of games is the community. They go insane when you even propose an easy or story mode. As if the the difficulty is the only redeeming quality those games have.
I don't have to "git gud", I can just close the game and never play it again while I enjoy actual good games.
I'd like to make a counterpoint here, but first I want to acknowledge that you are 100% entitled to your opinion and maybe souls-like games are just not for you. It's a shame that people are kicking downvotes your way because this is in no way a new or controversial opinion, but like you said, the community can sometimes take their love of the game/series too far and blame the consumer for not liking the same stuff they like, which isn't fair and just makes the souls community looks like clowns.
Anyway, my counterpoint is that I don't feel like these games are as difficult as people make them out to be. IMO, older games were just as hard, if not harder to complete even when playing optimally. In the framework of just about every Souls-like game, you have tools that you can use to almost completely trivialize the toughest encounters if you want. DS1 can be beaten by a complete amateur if you do the gravelord speedrun (which doesn't require any real speedrunning tricks and there are many youtube tutorials that you can follow along with, takes about 10-15 minutes from character creation) and get the gravelord greatsword which can inflict Toxic on all the bosses, so you can just hit them a few times and run away for the rest of the fight, waiting for the poison to finish them off. That's just one example. Just about every installment of FromSoftware's Souls' series has some overpowered cheese that you can research to essentially trivialize the game. Some people might argue that you're not beating the game in the "intended way" if you take such shortcuts, but I disagree. Any way you make it to the end is the right way.
For a lot of people, part of the fun of a game like Dark Souls is the adventure, the discovery, and yes, pounding your head against a tough boss trying to beat it over and over. If you're the type of gamer who gets easily frustrated to the point where you feel like quitting when encountering a challenge that feels unfun or unfair, I can see it not being an enjoyable experience. The thing that keeps most people coming back is the dopamine hit that they get when they do finally overcome that challenge and they are rewarded with more stuff to explore, new items to pick up, and so on. I think if there were any argument to be made against making the game easier for yourself by exploiting broken game mechanics (or with an easy/story mode added or modded in), it's that you probably won't be super invested in the outcome and get bored easily. Without the challenge aspect, the Souls games are very much a bare bones experience. It's essentially a generic fantasy RPG with a story hidden behind item descriptions and cryptic NPC interactions. That doesn't exactly make for the most compelling gameplay, so there's no trail of breadcrumbs to keep the gamer uninterested in the challenge going. There's a sort of intrinsic value in these games that can't be quantified, because everybody gets something different out of it.