I'd wager that I've have played D&D as long as many people here. (I started DMing in 1989.)
I've never said that I mind character death or that I want characters to be superheroes.
I just don't like games where the PCs are worse than everything encountered. Even in the earliest editions of D&D, a magic user's spell could come in clutch. Or a fighter might have better armor or more hit points than a goblin.
To me, the funnel just seems bad design. It's also what DCC bases the product line upon. It's the primary selling point: a Session 0 adventure.
You don't have to play the funnel and it is not DCC's "primary selling point." Yes, they highly encourage trying it out, it is a valued part of the DCC "ethos" but an even more valued part of the DCC ethos is to kitbash and play the game how you want.
"The judge is always right. Let the rules bend to you not the other way around" and "[f]ear no rule. I know you will homebrew this game: I trust it will remain recognizable but different from as I conceived it. Such is as it should be." Dungeon Crawl Classics Role Playing Game 314 (8th Printing).
If you like the system over all, but hate the funnel, then just role up some level 1 characters and have at it. But if you then find you had the randomness of magic, races as classes, and other rules that lean into OD&D, then, yeah, probably not the game for you.
You are in good company if you think all of this is "bad design", decades of game design have evolved TTRPGs far beyond OD&D. But then a good number of people liked the simplicity, randomness, and deadliness of "old school D&D". DCC is one of the systems that fills this demand, with an extra dash of the weird and the random. It works for a lot of people and is a good design for them.
If you like the rest of the rules, don't mind the "funny dice", randomness of spell casting, etc., but hate the funnel, then...don't use the funnel. Simple.