not true,
to avoid dying in DS you need to know what's awaiting you, if you don't know, you can still avoid by getting lucky and moving the way to avoid spotted. If you get lucky and learn required skills in LLTQ you don't die the first time too, or you learn what awaits you and avoid it second time. There is no difference.
OK, you are not complaining, you still are blaming a game and a game is not to blame.
This is a rather odd argument. First off, the bolded is simply untrue. I've never played LLTQ (though it sounds great) but you're making it out to seem like all games are created equal when it comes to luck vs. skill vs. experience, and that simply isn't true.
Dark Souls deaths can be mitigated to a great degree by slow and cautious play. See burn marks on the ground? Put on flame resistance armor, slow your roll, and keep your eyes and ears open. Corner? Shield up. Narrow hallway? Switch to a shorter weapon. All of these tips are straightforward and make sense even without experience in this specific game. Does experience and learning play a role? Certainly.
Dark Souls should clearly be on the side of 'situational awareness is critical', not on the 'you're dead if you haven't seen an area before'. You're going to learn from death in all games; and diverting the issue to that is misleading when the actual question should be - does the game provide you enough information to avoid death?
A complex example of this might be the unidentified potions in Nethack, some are great some are terrible. To the uninitiated, it can seem almost random and randomly quaffing them will eventually kill you. However, potions are actually carefully designed and you can learn to safely identify potions through careful testing (usually throwing, not quaffing, to see how they affect enemies), taking notes, and process of elimination so that you never drink poison/etc -- once you've identified the dangerous ones, you can then safely quaff and identify the safe ones. That is, the game provides all the information you need to know your potions, if only you have the knowledge to figure it out.
Compare this to, say, Binding of Isaac (which I love) where the only way to identify pills is to pop them (or possibly have the chance to buy PhD). It's clearly different design. To be fair, I'm not complaining about BoI -- they mitigate this inability to discern potions by making the bad ones 'not very bad' and so popping pills is recommended. However, the reason I do use BoI as an example is as a counter example to Nethack -- in one game, you can, with knowledge, figure out what potions are before quaffing, in the other, it's always going to be 'random chance' the first time.
In the same way, DS provides enough info to identify dangerous situations.
In general, good design provides players a way to go into a new(ish) situation with enough information to not have to blindly guess (some blind guesses in extreme circumstances are fine, but as a general rule they shouldn't be overdone).
I have no idea if LLTQ is such a game. If there is a skill called 'poison resistance', then I'd probably agree with you that a savvy player should be able to determine that there is poison in the game and that they may need the skill.
But imagine a game where in the first room, you could either gain poison resistance or stoning resistance.. and in the second room, you randomly either got stoned or poisoned, giving you a 50% chance of having had picked the right thing in room 1. That is bad design, as no amount of game knowledge will help you. This is an extreme example, though plenty of games are guilty of bad design of this nature (never so obvious, but often just as 'blind').
Acting as if all games are 'equal' in terms of 'blind deaths' is just incorrect. Again, I have no idea if LLTQ is guilty as charged. My guess is I probably agree with you on LLTQ since you claim repeated play will equip you to avoid such deaths. But if there's no clear indication you're suddenly going to get poison chocolates, and thus no clear reason to spend points on poison resistance instead of, say, death ray resistance, then again, chance plays a greater role.