What is the purpose of weapon Durability in NRFTW? (Is Death punish mechanic, but let's talk about it)

At min 1:20:20, @thomasmahler talks about the fact that the Death in NRFTW is maybe not punished enough, and that the current delayed punishment system is not understood/perceived by players as punishment for death.

Then he asks the chat if they think adding the “corpse run” mechanic (the same as Dark Souls, Hollow Knight, etc.) the chat has clearly said that they would not appreciate the change, I love the mechanic in Dark Souls and Hollow Knight but I agree that I don’t think this mechanic is right for NRFTW, Losing resources in NRFTW seems much grindier than other games that implement this mechanic.

But the problem remains that the game needs to give clear and immediate feedback to the player who dies that he has been punished.

The system I suggested in the topic solves the “clarity” problem but still does not provide immediate feedback.

I think we can learn from the Hollow Knight “corpse run” mechanic, without introducing the loss of resources:

When the Serim dies as in Hollow Knight he loses a part of his maximum focus, but not his resources, to recover his maximum focus he must defeat an entity that was born in the place where he died.

Obviously “the entity” must not be too strong otherwise it would be too frustrating and in the case of a boss fight it is born in front of the boss’s arena and not inside it, furthermore by defeating “the entity” it gives you back all the focus you had when you died and it heals the damage that the entity has inflicted on you.

What do you think, is this a good idea?