Indeed it is, and understandably so. (Fortunately for us) ED actually does decent sales numbers for an 8-year-old game, but this does mean that FDev is in no small part going to cater to a population that is vastly less experienced than the old hands who hang out in comment threads like these. After all, attracting those new players gives FDev a big chunk of free money selling a game they've already developed, and are more likely to give them more free money buying cosmetics since they don't have any yet.
If you browse the subreddit or the newbie subforum here, it's clear that new players really do have a lot of trouble with game challenges most of the experienced hands consider trivial - NPC interdictions, flying into stars, heck just avoiding blowing up while using the docking computer everywhere. There's really only two obvious ways to make challenges that scale with experience: have events with difficulty that scales with your "level", or have opt-in locations for advanced players to visit. ED does both already. We could probably stand for Elite NPCs to be a bit harder (including better at forcing interdictions), but changes that make e.g. exploration or landing more challenging across the board probably aren't going to fly. Closest thing I can think of - really a missed opportunity, since this ship sailed long ago - would be if higher grades of FSD/drives/etc engineering also made them more prone to "interesting" failures.
The danger here though is that you simply turn the game as it has always been (a fairly unforgiving space ship sim) into something it was never designed to be. I see just as many comments from longtime cmdrs saying stuff like they rarely play anymore, or nothing they do really matters to them anymore as they have more credits than they know what to do with, as i do comments from not just new cmdrs, but new players to this genre (what this is not like minecraft/Fortnite?! why is it hard to fly a space ship? etc), and for many of them they will not enjoy what the game is at it's core.
I don't think you can 'casual game' Elite (although we have seen that Fdev have certainly been trying) and turn it into something like Fortnite, it is just a totally different beast. The biggest reason might be what was different about gamers in the 80's vs gamers in the 2000's? Because there certainly will be differences that explain the lack of stickiness of Elite today vs the more popular titles. Even if we look at Star Citizen and compare the ability of Chris Roberts focused on an American centered dev and release to our UK ED Kickstarter, you can see all manner of things come into play in determining how 'popular' a certain game will be.
Personally i'm not looking for Elite to become Ironman-like in terms of difficulty and challenge, just a slight ramping up on the dial in relation to a systems security rating, just so i can at least expect to be interdicted in an Anarchy system, which currently i do not feel is the case, which just feels wrong.
For the total new player (i was one a week or so ago) we have the safe starting area's and very decent tutorials these days to show us how to play the game better, we should not be diluting the experience for the better more experienced cmdrs out there imho.
Here is the big concern, longer-term, that if ED keeps aiming for the lowest common denominator in terms of ease of access for a new player on the path to 'I win!', it will simply end up with a rather boring game that long term players will stop playing as they have no challenge to overcome or face.