You can't lift a boulder heavier than you can lift because you're inspired to do so, but one which would give you trouble you are more likely to succeed.
The problem is that the game uses Advantage for
anything that could possibly help you, such that
none of it will let you surpass the limit of what you
could have done alone. If you
can't lift that boulder with your bare hands, then you won't be able to lift it with any number of levers or pulleys, either. And that's not a good representation of how levers work. I'm fine with it as a representation for Inspiration, although that's not something which I've ever seen come up in any game.
(It's similar to the issue with HP and healing. Overnight healing makes sense when you're talking about HP as fatigue, but it doesn't make sense when you're talking about being stabbed, and HP are supposed to represent both. By using one game mechanic to cover two different categories of phenomena, the rules end up looking really silly about half of the time.)
Besides, one of the selling points of 5E was
supposed to be Bounded Accuracy, by which anyone
could attempt any task without needing special auto-success-on-a-20 rules. That was the agenda which Advantage was intended to serve. Unfortunately, because of flaws in the underlying math, it turned out to be not-the-case - there are still times when a natural 20 will fail, and in those cases, Advantage does not work as intended. (Of course, whether or not it was a good design ideal to
pursue such a goal is very much a matter of preference.)