, but there are indeed way too many bonfires and too many Estus charges. I'll make my way through a new area, killing everything I come across, and right when I think "maybe I should head back to the bonfire to level up" I'll arrive at a new one with 5-6 Estus charges still left. Seems like it defeats the purpose of the risk/reward aspect of the souls/bonfires.
It's been a topic for debate across the whole series.
People credit it as part of the poor level design starting in DS2 sometimes, but I think they may have just been shifting (whether unconsciously or by urging from up top) to something like more "modern" games.
Modern games are often criticized for holding your hands, constant auto-saving checkpoints, and a lack of consequences as a result. So, you go into the abandoned warehouse, a legion of headless goons swarm you, you die, but you're returned to moments before entering to try again. You may not have known danger was ahead, but the game designers did.
Going back to Demon's, there was a more severe approach to a "level". There were no "bonfires". You start with the entire level ahead of you, and at best you can open a shortcut as a means of "saving" progress. However, die twice without replicating your former progress, and the experience/currency you had was lost. Without open shortcuts, you have to repeat the entire level if you die at the boss as well (or give up on the level). I say severe, but honestly plenty of old NES/SNES were effectively like this (lives/continues - beat a level or continue it at best with 2-3 lives).
This combines with the combat to give Demon's part of its slower pacing. You want to proceed carefully through a level, because you're not really "safe" till the boss is defeated, and resources may need to be conserved for that.
Bonfires give an inherently differently feel in some respects. Bonfires in Dark Souls 1 were more staggered, but even at their most inconvenient (say, being forced to run from Firelink to the 4-Kings everytime because there's no intervening bonfire) the is mechanically different enough that Dark Souls is a lot more forgiving in most areas than Demon's (of the players time, effort, etc.). By the time Dark Souls 3 rolled around, there's an emphasis on faster combat (both in trading/pacing/enemy-aggression but also things like stamina regen). The bonfire system also winds up almost like a checkpoint system to seemingly facilitate travel, getting back into the fight faster, etc.
So, you can get to the swamp area, and there's a bonfire overlooking it with Anri... and another down below right before the ruins... and another down a ladder towards the swamp... and another atop a tower... and another right before the catacomb entry.
Friends I had that played Dark Souls 3 first whinge and whinge about having to run back to X after dying, or that you have to *unlock* teleporting. It undeniably is "easier" on the player's time, frustration, etc to effectively have "checkpoints". Though, I thought part of the reason we were playing these games originally was because they weren't like that.
/shrug