The problem with super low power PCs is you need super low power monsters or a mechanic put in there to allow characters to avoid fights completely. You can't have fights with werewolves and vampires with weak survivor-type characters and expect to actually survive.
Not necessarily, the players have to be willing to accept a different style of play. The game will likely be about gathering the right materials, luring the enemy to the right spot or otherwise not engaging in a straight-up fight. Allies and/or some of the party might not make it to the end alive, but with the survivors being so mundane anyways, it's easy enough to have a pool of extras the players can pull from if someone bites the dust early on.
It's a case of, instead of the players choosing to play, say, the video game
Colonial Marines, they're choosing to play
Alien Isolation instead.
Way back in 2E, there was a 1st level adventure called
Night of the Vampire. Throughout it, the characters were collecting information about the module's vampire, and at the end if the characters had played smart, they would have the tools and knowledge to defeat the vampire. The range of outcomes was quite varied depending on how well the PCs did - it could range from a TPK if they did poorly, a character dying or sacrificing themselves to bring an end to the vampire with middling effort and as a best case scenario, they find it's lair in the day, defeat its guardians and stake the thing without great risk to themselves with direct confrontation.
And I can assure you, from first-hand experience, this game style does work. It's the exact same gamestyle my group and I used recently playing in the Aliens RPG, where the characters were playing "ordinary" space truckers vs. two "abominations" and a true xenomorph. Out of three players and six or so characters used through the game, only one survivor made it ("The last survivor of Chronos I, signing off...") - and none of the "aliens" ended up being killed...