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Gwyn is aggressive, has some mad gap closures, and his flame sword does damage to you even if you have a shield held up (I will admit, fire resistant armor and shields might prove me wrong on that. But I think for most people that play the game that will be their experience.
Why Gwyn is an easy boss for many to fight is because he's so easy to parry. His moves are pretty easy to calculate the speed of, he has some very obvious multihit combos that mean even if you flub parrying his first move, you can usually prepare to parry his second one pretty easily. While he's getting up from being riposted, you also have an easy opening to drink and estus flask, so overall getting damage and healing damage away in this fight is really easy, as long as you take the parry method.
If I don't focus on parrying, I find him to be pretty difficult, but some decent dodging and patience still keeps him from being absurdly hard.
I also can't state for certain how you personally will respond to the game. Some people think this game is a breeze. My first playthrough took me 90 hours, and that was learning bosses, not even trying to get achievements. I've heard others just whiz through the game in 15-20 hours. Depends on how well you play other games, I suppose!
Problem with Gwyn (last boss) is that he happens to be easy to cheese. You can stack Havel's Armor and tank all his hits. You can parry him and defeat him in a few shots. He's weak to fire, so you can defeat him in just a few hits with pyromancy. He doesn't have much poise, so you can stunlock him to a certain degree.
I don't know how old you are, so this may be wasted on you, but THEMATICALLY, he is supposed to be pretty weak. He's an old, dying god. It wouldn't make sense for him to be insanely powerful. You see hints of his power, but he really is dying, and I think they did a great job of portraying that.
Parry is an advanced player action since it's not always easy to pull off due to the need to internalise and condition the timing required to pull it off correctly. But once you get a hang of it, it's a powerful move, even if it's not always useable since not all enemy types can be parried.
Without parrying, the last bosses still poses some challenge due to his relentless attacks and flailing but shouldn't make players sweat after all the other challenges before them; if anything, the biggest challenge of the fight is probably to do with with the relative small size of the arena. He's comparatively low to medium in difficult and extremely easy if you are good with parry.
He's also deliberately designed to be relatively easy as far as being the last boss of the game is concerned, for a specific lore and thematic purpose.
...with enough spell power he can be stun-locked to death in 2 or 3
By your definition (I believe) I've only beaten him in a straight up fight.
I've beat him with magic, with pyro, dex and fast rolls, str and not quite fat rolls.
I've have no plan to take him on naked, unless I magically get better at parrying, of course.
And "old school game design" is pretty much it: yep, you'll need a bit of patience while learning the mechanics because there is not much handholding going on but in general "knowledge" is what you need and not "mad gaming skillz". It's not Doom Eternal on nightmare where some people are just physically incapable of dealing with that level of difficulty because they lack the mechanical skill, in terms of core mechanics DS is actually fairly simple.
That and, of course, the game was also actually hard back when you know, the game was actually released for, way back in 2011 which is almost a full decade ago and not now way after the whole retro-revival thing (we're about 6 months away from Dark Souls' 10 year anniversary)? Or rather, the game was certainly not the hardest of the bunch but certainly its difficulty was more distinct than its peers at the time for being presented in a more organic manner as opposed to the more artificial means via stat-sticks, mechanics/performance checks, and others that was common among especially RPG games around 2011, that earned its reputation.
This is also not counting the fact the game's overall design and control scheme was also pretty unique for its time and had a learning curve, adding onto its difficulty factor as well.
Also if the game's marketing campaign looked like it might scare people away from playing (and did for many. But then again, it also ended up drawing people in too, given depending on perspective, there can still be some mystifying lure in unwelcomeness), that's because the game was originally only meant to aim for moderate success as a niche title, specifically as a successor to an even earlier niche title by FromSoft, ie Demon Souls. It just happen to somewhat accidentally hit the jackpot and went mainstream. The game was made for a more focused appeal instead of the wide/public appeal and the marketing reflected as such; I'm glad it actually hit mainstream just being itself.
Then DS2 came and the "camp factor" got downright idiotic: in DS2 it's evident that killing the player in ways that's unavoidable on a first try was absolutely one of the design goals and you even get an achievement for dying for the first time titled "This is Dark Souls". With that game they really managed to jump the shark when it comes to overplaying the difficulty.
As for putting the game's difficulty in context I think you're right, it is true that DS1 came at a time when AAA publishers were really pushing the idea of trivializing gameplay complexity for mainstram appeal.
[EDIT]
Don't fall for the marketing by the way. some of the JP PR team just saw westerners try and play it like DMC, button mashing and all. So they decided on the "omg so hard" marketing for the rest of the world.
It's the journey that matters.
Heavy armor + Great weapon is ezmode throughout the game anyway, so you might wanna avoid that if you want a challenge.