The game was designed for people to have played the first one first. I think the difficulty curve works best if you consider Silksong as a direct continuation of the first game, picking off where the main story left off rather than the extra challenges they added through updates like godhome.
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I haven't played Silksong yet, in part because truthfully, Hollow Knight was alright but not my favorite Metroidvania. The one thing I really disliked about the original was the runbacks. I remember getting stuck on one platforming section, and I could easily get to the halfway point where I kept dying to retrieve my money, but then drop it again because there was no turning back from this halfway point, had to keep trying to finish it. I wanted to just explore a different part of the map and come back to this section later, but sunk cost fallacy forced me to keep bashing my skull against it.
Which then felt like this mechanic conflicted with the exploration I expect from a Metroidvania. That's the real problem IMO.
You yourself admit it's a fallacy! This isn't exactly a "skill issue" situation, but in future efforts on these kind of games you might try being more thoughtful about when to take a break and spend accumulated currency.
Although as others have pointed out elsewhere in the thread, learning to accept not retrieving your stuff is sometimes necessary too. I lost around 1500 at a certain boss by getting too cocky trying to fight enemies on the runback instead of skipping them, and it took me a while to make peace with it lol.
If you do end up playing Silksong you should know that there is a mechanic specifically addressing this, where you can convert your currency into consumable items at a bit of a loss to keep them across deaths.