Difficulty and grind are often conflated.
Elite is not difficult, but the sense of progression is grindy. Unbearably so. Thus, the game can often be perceived as difficult when in fact it just takes a tremendous amount of patience (as in mind-numbingly wasting hours) to accomplish major progress. It's a tough balance to strike, but more and more developers lean towards grind because it artificially inflates play time, which is still considered a good measure of quality.
Many have hundreds of hours in a game like Elite. That's good.
80% of that was spent grinding what was, once, about five hours of 'new' content for the player. That's bad.
Is it possible to make hundreds of hours of 'new content'? Yes, but it's hardly easy or profitable.
Ask Chris Roberts. Or David Braben, now...lol
The trouble with Elite is there has been no effort to deepen the grind in terms of complexity and replayability. If you've spawned on Dav's Hope once, you've done it a thousand times anywhere else. The environments aren't truly interactable, all NPCs are predictable, there is one type of major space station landing scenario, three outpost variants, and three planetary variants. None of which are really all that different accept in aesthetics.
This is just one example of how a rather novel aspect of Elite - takeoff and landing - has been woefully underdeveloped. There is legitimate skill involved, and the potential for scaling the skill demand: burning stations being an example that could easily be expanded further.
Outposts that are rotating due to orbital thruster failure.
Planetary Ports where the security systems have been compromised, firing on you as you manually land.
Variants of entering station interiors besides the mail slots: corridors to the landing bay, navigating industrial struts, weaving between docked capitals...
Again, that's just one aspect of Elite that could be expanded and, thus, reduce the sense of grind while also amping up the sense of difficulty. Both of which improve retention and enjoyment. Yet, that isn't how Elite is developed. The focus has been, and will likely remain, racing to the next "big idea", launching its foundational concept, and moving on to the next "big idea" without ever actually expanding on that feature to its fullest potential. It is terribly wasteful.
Much like how supercruise wastes your time. It's hard to remember that, when playing Elite, the typical player spends more time doing nothing than actually playing the game because of how supercruise and hyperspace are designed. It's quite astounding. But, hey! Look at how many hours you spent in the game! Must be a really difficult title for those kind of numbers.