The OP's video argues is that instead of directly changing difficulty via an option, the game gives you tools to make the game harder or easier as you see fit. You can play every souls game with a full set of heavy armor, tower shield, and 40 VIG and it isn't *that* hard. There are going to be a few asshole bosses, but you can get summons for those.
On the flipside there are tools to make the game indirectly harder for experienced players. I'm personally trying a SL1 run (no stat upgrades whatsoever) in Dark Souls 2 right now. I doubt I finish it, but I have the option of pulling my hair out and wanting to die.
This line of thinking is based on dozens and dozens of hours of playtime though. And unless you're a masochist, you've probably done research on weapons and character builds. To me, what people are arguing for is absolutely no scaling because it interferes with the tone and atmosphere of a videogame.
It would be like Fallout 3/New Vegas always being set on very hard mode from the start. After a few weeks or months, people will have posted OP builds or what weapons to find online, but the player would have to do extra research and other shit to alleviate any frustration. In reality, Fallout has many difficulty options that scale enemy damage and enemy HP.
"Why shouldn't Fallout be incredibly challenging, it takes place in the post apocalypse after all!"
Is the line of thinking in that thread.
On the flipside, 3D Zelda games have been piss easy almost every installment, except for Majora's Mask. A hard mode right out of the gate that has remixed enemy groups and tougher puzzles has been the number one request for 3D Zelda games.
"But its Zelda, its supposed to be a light hearted adventure, not a tough dungeon crawler!"