I think SFML is "easy enough" to where beginners can use it reasonably.
I don't think so. It uses advanced C++ concepts like classes, templates, operator overloading, polymorphism (to count some). Handling all this isn't easy for a beginner. The issue is, you don't learn that things by doing, you have to lookup them in a book (a good book is very important in my opinion, since online tutorials often don't explain the backgrounds and leave knowledge gaps).
Indeed, several game programmers share your opinion, and this isn't even a problem per se. I know that it's not very funny to program in the console, but if you learn C++ with an advanced library like SFML, you have to be really motivated and ambitous. The problem is, many people are neither of them, and their developping attitude is "it's good as long as it works". That's why there are not few games, that look nice in the first term, but are quite badly programmed (memory leaks, bad performance, undefined behaviour...)
Of course it's everyone's own decision. It's just that I have made the same mistake some years ago with SDL, and I have really regretted it. I developped a 2D jump'n'run without knowing about crucial language and stdlib features like exceptions, templates, runtime polymorphism, the STL, memory management. However, the game became slower and slower over time, and had some ugly other bugs. Therefore I restarted the project completely, as soon as I knew C++ a lot better. It can be discouraging to realize that a whole project is based on messy, not extensible and buggy code, and that every further progress is questionable.