I've been observing that the game does a great job at balancing the typical Soulslike difficulty and training the player so to say, but it may not be so clear on the surface. The sub bosses and big mobs early on prepare you to read attacks and successfully dodge/block them. These returning bosses gradually increase in difficulty, adding moves or switching things up a little, and to the extent you get to fight them in close quarters (without horse), so you can actually defeat the real bosses as the exams of your training. The caves & catacombs also gradually become trickier, making you become more aware of surroundings, traps, enemy placements in legacy dungeons. This process also rewards exploring, as you actively need to seek out these enemies, while you gain more runes, also by exploring; rune pick-ups and smithing stones.
That's great game design philosophy. Excellent for players like me who are a bit rusty and have not played a Souls game in a long time or at all before.