Other posters alluded to this, but I think this point is incredibly important.
Old normal raids caused wipes and deaths, too. Even the normal dungeons content. Often, perspectives are skewed because we compare a current new fight THAT IS TUNED PROPERLY to an old fight that is horribly, horribly tuned.
A1n, the Fist of the Father, is a duty that players will complete in under 2 minutes today, where it used to be a fight that could conceivably hit an enrage timer. If you're a new player from 2019 or beyond, did you know that the twin Oppressors will launch into the air and land somewhere in the room? Let alone having to care about the core mechanic of shrinking the 3000 tonze missiles with the add corpses.
Basically, the result of this is that the difficulty curve is a flat line until you reach current expansion content for many players when it really wasn't back in the day and really shouldn't be today. But, effects of things like boosting job potencies while making rotations simpler at low levels every expansion and no ilvls syncs for 'max level' content results in players not having any hint they aren't learning their job or understanding a boss' telegraphs until suddenly they're faced with a properly tuned boss and they die.
I haven't done the new raids yet, but I'm sure that they're on par with the rest of DT. They may have some new ideas, as they should, as the population of the game that enjoys battle content deserves to be surprised. They may throw mechanics at you more often, as they should, ShB and EW were often far too slow to tutorialize and left many bosses feeling like HP sponge slogs with a lot of dead time. But, most importantly, I hope that the new normal raids are harder than the MSQ dungeons, because a curve, or ramp, of difficulty should exist for the 'non organized' players, too. How else do you expect people to get better?
Super Mario doesn't go from 1-1 to 8-1, and neither should FFXIV duties.