I disagree. I don't see any problem with having a hard cap (I'd say about 24-25) but have multiple ways to get there. I think that allows for options in character building rather than eliminates them. One character could get to the strength cap with his level increases on top of natural ability, another could get there by the use of a magical belt and gauntlets, a third could get there because he found some magical tomes of exceptional exercise. They'd all have the same net effect - hitting the strength cap as a very strong character - but they'd have different mojo and narratives behind them.
I think having fewer routes to get to the cap (basically taking all enhancement options to get there) is what reduces options. The main option there is the order in which they are pursued. Everyone who gets there has gotten there with the same tools.
What actually reduces options is high ability scores overpowering the alternatives. If there are meaningful alternatives to be gained by forgoing a max STR, then that's more interesting then everyone getting the same STR, just with superficially different ways to get there. That's what I mean be hard caps being "patches" for bad design. Balance stat increases against alternatives properly, and hard caps do nothing but reduce options.
I guess it all boils down to what we find more interesting: different characters being different because they have different capabilities, or different characters having the same capabilities, but arriving there in narratively different means.