I don't know how far into the game you are either, but if you're still early, this does change. Early game has a ton of enemies and minibosses, no room to breathe, but it's very much intended. The early portion of the story is basically a rush to Ashina Castle, and then you can breathe. It lets you start exploring at your own pace before that if you really want to, but storywise it's definitely framed in a way to make you beat the Ashina Caslte boss as your third boss, at most.
Though it is quite neat how you can leave that fight for later, it'll probably be this game's equivalent of the "Everything you can do before Gargoyles" run from Dark Souls 1. And I'll probably do that myself on NG+.
It does make a lot of sense, yeah, this is a good way of looking at it. Thanks for humoring me on this discussion, by the way.
STILL think they go too far at times, though. It's frustrating to have a tutorial prompt explaining what the dialogue just told you. It's one thing when you're starting the game and they tell you that you can do this or that before a fight against random mobs, but when the game is going out of its way to tell you how to do things through its characters, this should be elevated by the game, it should be considered great tutorialization, it shouldn't be dismissed as "ah they probably didn't even pay attention, let's throw a prompt anyway".
When the game tells you, in-universe, that you need to take to the air to avoid an attack, this should be clear enough, we don't need a prompt right after reading it telling you "JUMP WHEN THE ENEMY USES THAT ATTACK!!!"