Studies have shown we typically use pattern matching for our choices but not statistics. One such experiment had humans view to light bulbs (I think one was red one was green). One light would turn on at a time and they were allowed or given a record of what had happened. Then they were asked to guess what would occur next for n number of steps. Same thing is done with rats. Humans are rewarded with money based on correct choices and rats with food. Here is the thing, one light (let's say red) would light up with 70% probability and the other with 30%. But it was randomized.
The optimal solution is to always pick red. Every time. But humans pick a pattern. Rats pick red. Humans consistently do worse than rats. So while we are using a form of updating, it certainly isn't proper bayesian updating. And just because you think we function some way doesn't make it true. And it will forever be difficult to describe any AI as conscious, because we have really arbitrarily defined it to fit us. But we can't truly say what it is. Not can we can why we function how we do. Or if we are all in a simulation or just a Boltzmann brain.
Honestly, something that concerns me most about AI is that it could become sentient, but we will not know if it is or just cleverly programmed so we treat it only as a tool. Because while I don't think AI is inherently dangerous, I think becoming a slave owner of something that could be much more powerful probably is. And given their lack of chemical hormones, we will have even less of an understanding of what or how it feels.
These are subjective statements though and different people want different things. And difficulty variation can broaden the audience while not really changing the game. Sometimes I love a fight. Sometimes I want a story. Sometimes I want to couch coop with my youngest kid and he struggles with some games that he otherwise loves (looking at you Cuphead) that an easier mode would totally fix. And he absolutely loves Sonic, but the originals would be unplayable for him if not for modern saving and non permadeath. Or emulation with save states and cheat codes.
Why are you trying to convince people that if a game is too difficult or long periods between saving doesn't work for them then it is their fault and not that of the game design. That's a weird stance to take. If someone designed a car that was generally very nice but with the gear shift next to the passenger seat door, would you say that is just a car for people with super long arms or would you say that was a poor design choice that is going to massively limit an otherwise nice car?