Warning: This post is longer than a max-range Enchanted Crystal Arrow stun. There'll be a TL;DR at the bottom.
I wouldn't say that plants are there to make Jungle easier for newer players, in fact I'd have to say it balances it out, to a degree. In my opinion, the removal of Smite Buffs from Jungle monsters (and, consequently, adding an innate heal to Smite to compensate), would be what would make Jungle easier.
And, I say that the Plants balance out the difficulty level of Jungling to a degree because it is, no matter which way you slice it, still less content to have to understand and think about than Smite Buffs.
For the sake of showing what I'm saying;
Smite Buffs:
Greater Krug - Every fifth auto-attack against a minion or neutral monster stuns
Red Brambleback - Regains Health
Greater Raptor - Gives an aura that detects nearby wards; first ward detected pops the aura and gives a brief time of disable before the aura wears off
Greater Murkwolf - Creates an untargetable, unattackable sentry that detects enemy entry into that quadrant of the Jungle, pinging and seeking them out
Blue Sentinel - Regains Mana
Gromp - Gives a Poison Aura that deals damage to anything that basic-attacks the player
Plant Effects:
Scryer's Bloom - Creates a large cone of spores that reveals all units in the direction it's struck towards; immobile entities suffer the spores longer
Blast Cone - Knocks up and repels units in the area of effect a la Zigg's Satchel Charge
Honeyfruit - Creates a group of small fruit that can be picked up by anyone to slow self and regain health
That's essentially half of the stuff Junglers have to worry about taken out of the equation. But, there is still a list of Jungle stuff that remains to keep our attention; (note, I'm only condensing the following into key, noteworthy effects. The list will not include all of the information about the buffs, for simplicity's sake)
Buffs:
Red Brambleback - Gives auto-attacks a Damage-over-Time effect
Blue Sentinel - Gives mana regeneration
Rift Herald - Gives whoever claims it solitary power in the form of a generating auto-attack buff (like Dead Man's Plate and Kercheis Shard items)
Ocean Drake - Gives team stacking, periodic Health and Mana restoration
Mountain Drake - Gives team stacking true damage to towers and boss monsters
Infernal Drake - Gives team stacking attack damage and ability power
Cloud Drake - Gives team stacking out of combat movement speed
Baron Nashor - Gives team fast-recall, attack damage and ability power buffs, and empowers nearby minions
Elder Dragon - Gives team Damage-over-Time on all damaging abilities and attacks, doubles other Dragon empowerments
Scuttlecrab - Grants team a modest area of vision just outside of the boss pits
Now that on its own is daunting to read and think about. But that isn't nearly all of it. We also have to think of our items, too.
Jungle Items:
Skirmisher's Saber - Can Smite enemy Champions, decreasing the damage they deal to you and allowing you to deal more damage to them
Stalker's Blade - Can Smite enemy Champions, slowing their movement speed
Tracker's Knife - Allows the user to generate and drop wards
Jungle Enchantments:
Warrior - Increases attack damage and cooldown reduction
Cinderhulk - Increases health and provides damage aura that works better against Jungle monsters
Bloodrazor - Increases attack speed and causes attacks to deal %Max Health damage
Runic Echoes - Increases ability power and movement speed, and provides a Luden's Echo-type generating spell-proc buff
Granted, some of those are more obviously better-suited to certain champions and playstyles, but nevertheless, that provides all the more thought-work for Junglers. So much so, that Plants can probably only be considered a small relief. And this isn't even covering a lot of the variables - champions chosen, playstyle used, lane pressure, clear pathing, etc. And with all of this said, I can only wonder if there's even a point to discussing whether or not Riot's making it easier on new players, with all that the Jungle still is.
TL;DR - Plants aren't making the Jungle easier, they're just halving one aspect of what made Jungle difficult. It's still difficult, but there's more room to experiment in the coming days.