I don't really understand the issue you have with the complaint/request, Cooper.
Scars voiced their frustrations with how things are currently working in a good amount of areas/quests, and asked why the detail on not sharing quest solutions is handled the way it is, specifically because of their frustrations with the systems. Even better, they give us the reasoning behind -why- they are frustrated, how other areas have handled it better and such, which I think is much better than just coming in to call their complaint as a whole "stupid", they didn't just go "Quests are stupid", and I personally also don't think that fighting the syntax feels very nice.
As for the Elemental Lord quests, there are -loads- of them that are perfectly doable by yourself, even some tricky ones, if you know how to navigate and deal with spooky things well, most of em' aren't really "Difficult" by any definition either, and often involve saying or emoting something specific at something else in the game. Sometimes these are fine, but sometimes they genuinely get weird, very often you're just slightly off, so you stand there and repeat every single keyword you can imagine at a supposedly "living npc" and are torn out of the immersion.
For your Elden Ring comparison, I think the issue is that when you die, you can still point to why you've died, and usually this will be because you haven't reacted quickly enough, or messed up in some other usually obvious way, not because your controls suddenly change and you have to figure out how to attack again, or because an unmarked door was -actually- a real door.
Sadly fixing this in a more coherent, agreeable way would mean lots of work on said quests, to have some sort of HINT system, allowing people to share the info openly I think would help by putting that work on the players instead of the developers, but runs the problem of, well, turning quests into "Do this, that, and this, receive 5000 gold" bucket lists, kinda like what Quest Guides on the OSRS Wiki (Oldschool Runescape) look like. Personally speaking though, I feel like most of the Quests I've done did not -feel- very interesting, often feeling like menial work of some kind, where the only thing that I was actually caring about ended up -being- the reward, for stuff like that I think there's not much harm people essentially having "Guides" at hand, but I might not be in the majority with this.
In the future, I think an important thing would be to follow a design sheet when making a new Quest, so that people can easily look over it during development and see where potential issues might lie, weird syntax and such, ideally with standardized terms? Another suggestion would be quests that you maybe do once a week or month, but that are bigger in scale? Those you then disallow the "Quest Guides" for, perhaps, since you can put a bigger weight on their narratives.
That's uhh, all from me though, let's all be nice to each other, yeah?