Well, I've discussed this at length in other topics, but sure I guess. This example is inspired by a discussion I had with BossAttack with regards to the last boss of Jedi Fallen Order. He said the combat did not feel satisfying because, since the damage dealt by some attacks was too low, he could just brute force the fight (e.g. heal up after taking damage) without having to learn how to evade/counter the boss's attack pattern.
This might be fine for a game where the focus is far more on enjoying the story and not caring too much about a feeling of satisfaction for overcoming great odds. But, since the design philosophy of FromSoft's game is the latter, rather than the former, reducing the damage taken by enemy attacks could completely disrupt that feeling. Similarly, if your design philosophy is to have an oppressive, terrifying atmosphere, an environment full of constant danger, if the enemies and traps are weak and barely impede the player, it would go against that. A good example of that is if you revisit the earlier areas of Dark Souls after progressing far into the game and acquiring stronger equipment; what used to be terrifying and foreboding is now a cakewalk. If the game had started out as that cakewalk, that "horror" feeling would never be there at all.
You might counter, "well then just pick the hard mode and ignore the -25% damage", and maybe that can work, but then again, maybe not. A lot of FromSoft fans became fans precisely because they could not lower the difficulty and had to play the game on its own terms, and could not be tempted to lower the damage/difficulty, and in the end, they were glad they persevered. I understand that many think "yeah but what about those who didn't persevere and abandoned, they could have become fans with an easy mode", and that's why it's all ultimately subjective. I personally prefer to preserve that particular design philosophy, because it's not like there isn't plenty of the other type of designs to go around for those who seek it.