I get where you're coming from and I personally fully agree with you, but at the same time, for someone like the author the added depth of something like the games mechanics is not a requirement and in a way it might even detract from what their goal is.
Escapism in this case is a form of stress-relieve and going in with that viewpoint in mind, getting stuck on a certain boss or whatever actually prevents you from losing stress (it even adds more stress, in the broader sense of the word).
You and me find it utterly boring, but someone in it for escapism might not even want to experience (much) challenge.
There is nothing wrong with asking or wishing for more games to have a "super-easy" mode.
Take Bloodborne for example. It's just too frustrating for me, personally. I'm skilled enough to complete it, but I severely lack the patience to keep my cool, so I always end up just quitting the game. It just isn't for me. And that's fine.
But it doesn't mean that it doesn't suck that I can't complete the game, just because I can't find motivation to stick with the game.
So yes, an obvious answer would be for her to find more laid-back games, but at the same time it might be an idea for devs to possibly think about adding an easier way of completing a game for those that just want to experience everything except all the challenge.
Who come home from work or whatever and just want to enjoy any game without any frustration.
Eh, I don't know, I mean, that's barely interaction so in a way it isn't even enjoying the game as much as it is enjoying part of the artistry that has gone into it.
I mean, if interaction is detrimental to the enjoyment it's either that someone hasn't enjoyed brilliant moments in the media that make them see the value of it or they really do not like games much in general, so at that point, if you really enjoy Horizon's story so much but despise having to aim, why not just... look up a playthrough?
I mean, your example doesn't come from disdain for interactivity but from an issue you have with the design, which is a different beast. And yet still, as much as it sucks that you can't enjoy it on it's own terms, it would suck even more if the terms weren't even there, because those that can would not have the same game in their hands. Which already makes me err on the side of "the dev decides and sometimes stuff isn't for you and that's ok" (as I already have made manifest, walking simulators or stuff like Telltale's games really doesn't gel with me and I stick to it only if there's a lot of meaningful interaction, which btw makes me eye with interest "What remains of Edith Finch", or a really great story, but I'm not gonna demand for the catering of my taste nor I'm envious of those that enjoy them), when it comes to the article we're sort of in the "games would be great if they were movies" ballpark that came up with Alone in the Dark 2008 which was collectively considered utter bollocks and the game failed (not because of it but the feature didn't really save the game either).
Another thing that irks me about the whole thing is that art is meant to be challenging: even taking mechanic challenge out of the picture, a lot of stuff across a lot of mediums can be hard to enjoy because the terms are what they are. Just think of Joyce or Kubrick: no one would have chastised them over the lack of the "laymen version" of their work.
Now I get it: not everything has to be high art or whatnot, but even entertainment relies on stuff like this: I mean, DMC3 uses challenge to establish Vergil as Dante's superior, and it's not like it's trying to state anything meta, but the weight of the (admittedly quite underappreciated) story and themes and the menace and stature of the villain wouldn't be close to what they are if there was a way to just barrel through it kicking everyone's ass.
So I don't know, I would trust the dev (hopefully with not too much publisher mingling) to know what the terms of their work are, and the public to understand when something wasn't made for them, because if either of these reasonable assessment is not made everyone just has something to lose, the target audience because nothing caters to them anymore, the non target audience because they lost the expression of a team of artists and devs because their vision is either not respected or not valued.