Yeaaaaaaaah no.

Aside from how the dev team would need to overhaul a lot to make your idea work, the general problem with a high-risk open worlds like that is that they are difficult to create a sense of pacing with the difficulty. The quickest way you can turn off new players is to immediately punish them before they get properly adjusted to the game's mechanics; that's why (in my own analysis of this game's design) monsters start out as mostly static.

Also, I'd like to know why you think getting from one town to the next should be that much of a challenge to begin with? Like, if the only real reward or satisfaction you receive is simply "I got to the next town, now I got to do it again for the next!" then what's the point? I really don't think trivial tasks should have any more risk than what's already presented in this game.