Yeah, DS1 has the weird snake men, and some other weird shit like a bunch of the bosses (why the fuck is Quelagg a spider lady? The game doesn't even have spiders!) but it also has a ton of areas that are perfectly sensible, like the entirety of Anor Londo.
In ER you can't go 10 feet without asking 'what the fuck?' Why catacombs guarded by giant automated chariots? Why is this guy gluing bodyparts onto himself? Why these mages wear rocks for hats? Why these caravans going nowhere carrying nothing? Why this random demihuman in a cave has a fucking sword made of the fucking elden ring? Why are giant, animated mausoleums a thing? Or the 10 fingered spider hands?
That's a good way to put it. When everything is weird and fantastical, nothing is.
This statement is only half truth. Take Planescape Torment and Tides of Numenera, one does it right, the other does it wrong. In both everything is weird and fantastical, the difference is the first slowly introduces you to the game world and doesn't try to crowd you with all incredible stuff. It's odd, but you as a player can understand the laws of this universe, it works perfectly fine by it's own logic so you don't feel alienated. Elden Ring weirdness is similar, this universe also have clear laws that player can uncover if he wants, game doesn't forces you to do it. You can as well hack and slash through the game if you are not interested in it and still enjoy it. Even if you don't dig much into the story, the game tells you enough to keep the world believable and keep you engaged - elden ring destroyed, everything is fucked now, go kill those guys who took runes, fix it.