In the same way that earning back souls you lost is a chore. There are many ways in which player punishment makes the experience of playing these games better. Being cursed in the depths and having the ability to warp to the Parish and buy a purging stone is not the same as having to make your way back there. Nor is running out of moss in Blighttown, or even just deciding you need to go back to Andre. Traversing that world many times over in different ways is what grounds you in it and is part of what makes it memorable. It's not just a set of zones you get to the end off then strike off your list.
I really don't see a difference other than "it takes longer". Running out of moss means nothing, I never even take a lot with me, not even on my first playthrough, only got cursed in Duke's Archives, but by then you can warp already. One could even argue that it makes how open it is less meaningful for future playthroughs, since you'll just plan your route to avoid backtracking, and will only visit dead ends when you have warping/they're no longer dead ends (I wouldn't, though, because being more open at first means a ton more build defining weapons to get in a few minutes from starting, which was a major problem with Bloodborne, but that has more to do with the lower amount of weapons, I guess).
I once backtracked from Anor Londo to Andre because I just remembered I didn't give him the ember and upgraded my weapon with him. It wasn't challenging, it wasn't particularly interesting, it wasn't very fun either, it just took a few minutes more than it would otherwise. I could also just kill O&S without upgrading my weapon, but I didn't want to, one of the best bosses of the game, I wanted to fight with the weapon I chose for that playthrough, which was a Lightning Shotel. Anor Londo is already out of the interconnected part of the world anyway, which, as I said in my previous post, is the reason we even have warping in Dark Souls 1, because there are major areas that don't connect back to anything.
I still think the way Dark 1 did was the best, and having half the game being connected is still a lot better than none of it, but eh, whatever. I trust Miyazaki with level design.
The dead ends after bosses thing in Bloodborne, that was indeed quite disappointing, especially since that happens as early as Old Yharnam, but I think Hypogean Gaol connecting back to Old Yharnam made up for it.
Dark Souls had its share of dead ends too, it just has a lot more content than Bloodborne, so it's less of an issue. Bloodborne also presents a lot of its branching paths through optional content, which has a direct impact on this. The required parts are quite linear in progression (the coffin skip changed that a bit, but still not so much, and it was patched anyway).
My first reaction was "it wasn't already?", haha.
This was my take away from the warp system as well. The wonderful shortcuts like the elevators form undead burg to firelink, the waterwheel, etc. all become redundant and they wont bother designing them or putting them in because there is no point.
I think a nice in between would be having a few major bonfires you can warp between but only from those bonfires.
That would be nice, yeah.
With less but larger areas though, we're probably already looking at something like that, it's just that it won't be just major bonfires, because we'll only have those major bonfires.
Dark Souls didn't have the ridiculous bonfire placement of Dark II, but it still had quite a bit of them, I'm still not sure of why they felt we needed two bonfires in Tomb of Giants. Sen's Fortress probably didn't need a bonfire either, but I'm not complaining about that one