But Persona still follows the template that makes it a JRPG, with a focus on its numbers game combat. It checks most boxes of what we consider JRPGs. It has dating sim elements which is unique for the genre. Japanese SRPGs also follow the template as do action RPGs like Secret of Mana. Yes, JRPGs can vary in how it deals with combat and exploration but they have a common template. WRPGs on the other hand, do not have a common template at all.
Persona doesn't follow the DQ/FF template, but follows the Megami Tensei template, which in turn is rooted in Japanese PC dungeon-crawlers, such as Cosmic Soldier (which predates DQ/FF). Persona 3 expanded the Persona template with visual novel and dating sim elements, shifting the gameplay focus away from combat, towards social simulation, so it certainly doesn't fit your combat-focused criteria. ARPGs and SRPGs are rooted in Japanese computer RPGs that also predate DQ/FF (e.g. ARPGs like Hydlide and Dragon Slayer, and SRPGs like Dragon & Princess and Bokosuka Wars). There is no common template for JRPGs.
The template is erratic at first, but after the SNES era and into the PS era, it became clear. The styles between the JRPG and the WRPG become apparent around 1997.
And then JRPGs and WRPGs evolved in the following decade, to the point where modern JRPGs and WRPGs now have more in common with each other, than they do with classic JRPGs/WRPGs from the '90s.
Once again, most elements of Dark Souls comes from King's Field, which once again, is an Ultima Underworld dead ringer. Its rooted in a an old school dungeon crawler, the other influences you listed are branch influences only. They color the experience, but they are not its roots. And what Dragon Quest does for failure is the same way Ultima did it. Every time you died in Ultima, you would get revived by Lord British with an experience penalty.
According to Hidetaka Miyazaki, he set out to make Souls into a vastly different game from King's Field, keeping only a handful of elements while replacing everything else with his own ideas. And most of his ideas came from other Japanese games (e.g. Zelda, Ico, DQ, Otogi, Castlevania, Monster Hunter) and manga (e.g. Berserk, Saint Seiya, Devilman, JoJo's Bizarre Adventure).
As for KF, the reason UU is a common comparison point is because of the real-time 3D engine (which JRPGs like Wibarm and Star Cruiser did before UU), or else KF would've been compared to earlier first-person dungeon-crawlers instead, or even FPS like Doom (which several reviews compared it to at the time). Besides, KF is heavily combat-focused (and harder), whereas UU is exploration-focused (and easier). According to your combat-focused criteria above, KF is a JRPG.
And finally, regarding the original DQ, what really made it similar to Souls is that, the world is open-ended and you can go anywhere, but what's stopping you are the tough enemies (unlike Ultima). IIRC, you were criticizing DQ for this very reason before, claiming that DQ was not truly open-ended if the tough enemies were getting in the way of exploration. And yet that's a core game design element of Souls.
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