Many combats require a level of attention and tactical approach that doesn't come automatically to a lot of players, and it can take players by surprise a lot of the time. I think working on the early combats so that a few of them force the player to make use of more creative tactics to win would go a long way in helping prepared players for knowing how to aproach more challenging encounters.
This is a good idea. So many people seem to think they can just rush and kill everything in games then get surprised when doing this makes it harder or doesn't work. Many games sadly cater to this playstyle and not to a more tactical and creative one so it is understandable that people may expect it here. Teaching people that they will have to think early on would be a good thing. There would of course have to be some mindless combats as well so the impatient sorts don't complain the entire game is too hard.
I appreciate that you agree with my point but I will say that I don't think it's strictly bad that there are games which cater to a more simple playstyle purely because everyone deserves games they can play, it's not a sad thing at all. If anything, those games existing means people who want their complex, in-depth tactical games don't have to worry as much about the experience being watered down. And also I think having simple combats sprinkled throughout the game would be a good thing because I'm of the opinion that not every fight in a cRPG should push the players tactically. There should be some fights that are simple and easy even relative to the overall difficulty so that players can really enjoy the feeling of growing their skills and power. For every pitched battle against a pack of gnolls, there should be one or two curb stomp fights against backalley thugs that think too highly of themselves. If you let the players have combats where they're meant to be able to wipe the floor with oponents, not only does it make the truly challenging fights feel earned and special, but you let your players feel like they're growing in power. I know when I DM a ttrpg, I like to throw in a simple fight that's meant to be quick and easy every couple of sessions just to let the players feel cool. Plus if you do that, the players might start to get cocky and when they meet another serious challenge they can get the "oh no" moment of realizing they overestimated themselves, which is fun for me at least.