A better mental model could be "can a retired housewife play it ?"
Violence is less of an issue than the tighter action sequence. I got stuck on the elevator bit for a good 15~30 min, and didn't feel much fulfilment from clearing it at the end TBH.
Not every game needs to be accessible, but Stray has so few action sequences, they feel quite unneeded (it would actually be excellent if they could be avoided through sheer cleverness). It reminded me of the random bed scenes in 90s movies.