I don't think this is deep at all. It's a pretty common interpretation...though, maybe not from gamers.
I guess from the language of the developer's interviews you don't get the "perfection of the self" but "death as education." This isn't a game that has any real malice toward you unless you do something you shouldn't...then you get to learn something. The NPC tap is a perfect example of this. They were nice enough to at least put a different NPC in-game who can reset NPC aggro for you. Of course, it is quite a run...
"Don't put your controller down like that."
When you die in Dark Souls you get to see the game go back to not caring about you. It is an ambivalent world. The "You Died" message lasts just long enough for everything that killed you to start walking back to what they were doing as though you were never there.
When you fall off a cliff it lets you sit there for a second, angry. Then you begin again. Like Resident Evil, which is often made fun of for its controls, the scheme they use for battle and movement is part of your existence. One of my favorite comments was about people who wanted to use Double Swords instead of a shield. "Yeah, you can do that if you want I guess."
Anyway, I don't want to change your mind about the game but I did want to defend against that critique as I don't know if you can really call it valid. It is simply a game that tries to not restrict you outside your birth restrictions.
I thought this was a good interview with Hidetaka Miyazaki.
There are a lot of great translations of other interviews in this video series.
I guess i am a fan of this game. However,
this flow chart really does a better job of explaining the difference between Demon's/Dark Souls to your standard game.