Yes and my roommate successfully charmed their way through and wasn't sure why I was so angry over the game. The kid living would not have resulted in a Game return moment, but not everybody will successfully save her (and not everyone should save her, to maintain the integrity of the risk involved).
The smoothing is about making sure people are invested enough in the world, should they lose the child, that they don't consider quitting but see it as "a tough decision made in the game". Eventually everyone gets there, but this game has such a large scope that I think encouraging the first play through to ensure they've had time to become invested enough before gut-punching them would be good. There's enough content to simply redirect them momentarily if they're running full-on into the darkness.
Ironically, this is exactly how I saw it. I made a dice roll, and failed, and the child died, on my Thief, but my Ranger saved the child. My first thought wasn't "F this", it was "hey, consequences for not passing a dialog check".
Just to keep things on track regarding what I thought the actual problem with the moment... I had no issues with it being hard to succeed. It simply was too early in the world discovery that instead of going "Man, she sucks! I don't like her." It was still a "This game makes you kill kids?! F- This! I'm out!" One you're in the world - the other you're still figuring out how to interact with the world and haven't truly committed to the characters yet. I'm not even looking to change the actual scenario. I'm looking to make sure the player has a bit more Baldur's Gate 3 game time under their belt before encountering this scenario (or even just met some basic exploration requirements to encourage exploring the world a bit more so you've got more buy-in to the game).
A) a player having a vendetta is compelling and good for story-telling.
B) a player returning the game and asking for their money back is bad for business.
I want to increase the odds of Scenario A than B without actually altering the Kagha scene. I think "watering it down" to be easier would be detrimental to the game, so instead I'm suggesting some sort of redirection (talking to more characters or doing a mini-quest within the camp) to help make a stronger tie to the world for the player before they encounter Kagha.
To be fair, with the fight at the entrance between the young adult and Zevlor that feels like it's an attempt to slow you down and force you to interact with the world but it isn't strong enough. I'm advocating a stronger set of breaks or redirect before Kagha's scene.
You certainly misinterpreted that scene:
You did not kill the child, the snake did.
The scene inside the gate gives you a chance for character development, something people would be lamenting the lack of, if it wasn't available.