Yeah. I already offloads my memory to players (giving bonus XP for keeping notes, or whatever is appropriate for the game). Mostly I don't like having to pause to write down things because it messes with the flow of the game at the moment.
Forged in the Dark games, which are intended to be minimal prep, have built in short runs. i think that's because even with zero prep, ongoing games are likely to coalesce around certain storylines that interest the participants. But I would think of those things more as adventures than campaigns, or at least single seasons of a television show. There's no reason not to do multiple seasons (at least up to a point). But if there is significant mechanical progress with a built in cap, you are going to run into trouble with a perpetual game.
I kind of like the idea of figuring out how to eliminate hard advancement and make "xp" a session resource rather than permanent improvement. But I have not thought it through deeply.