Right. I was specifically speaking of the (many, many) old-school cursed items that are, fully by author intent, almost-indistinguishable from proper and entirely beneficial magic items. The ones meant to punish that "lazy" players who don't get things rigorously identified.
I don't see a problem here.
If you want to have your character throw caution to the wind there has to be some potential consequence to that. Yes that necklace might make you immune to fire, and who wouldn't want that...but there's a small chance it's going to strangle you instead. And that small chance enforces (in theory) a modicum of caution among characters and, one hopes, their players.
And I say this both as a) the author of a guide to magic-item field testing that I really should post here sometime, and b) a player who has had a whole lot of incautious (or in some cases plain unlucky) characters die through using unidentified items.
That serves a very different function, so it really would not suffice as an alternative to "novice levels." But it IS a really great piece of design, don't get me wrong. It is not design for me, but I love how smart a design it is.
The thing is, the funnel is a response to a related design issue. It isn't the need for useful tutorial levels nor to wanting to make the early levels dangerous, but rather to a knock-on problem that comes from making the early levels dangerous. Namely, it takes a long time to get anywhere with such stuff.
That's a feature, not a bug.
Low-level play can be (and IME often is) the most fun of all; people aren't as attached to their characters and so they'll try the most gonzo of stuff, leading to laughter and grand entertainment all round. And, out of the gonzo and the resulting trail of bodies some stars will emerge; for whom the Hall of Heroes waits.
When players start taking it seriously and-or start to get precious about their characters it all gets much less entertaining.
Back when D&D was new, that wasn't as much of a problem for a variety of reasons--the people playing it were younger, often single with no children, focused on college or early career stuff, and things like video games, the internet, and various other forms of fandom had not taken off yet. Requiring several months just to get off the ground with a single character is rough in the modern context.
I have no sympathy. If people are keen enough, they'll make the time.
The funnel beautifully solves that problem by compressing that in time. Every character is run through their early-level gauntlet simultaneously, and thus you're (very) likely to get at least one or two characters who survive to reasonable level, where mortality falls off pretty fast.
This assumes the funnel happens fairly quickly. Were it me, I'd extend the process out significantly.
It's a truly brilliant design move,
On this we agree, but I think for almost opposite reasons.
