I imagine for many part of the reason the gonzo doesn't mesh well with what one might consider mundane (and thus the reason the gonzo is rejected) is because of a desire and/or appreciation for meaningful mortality.
A lot of OSR games are built on these lines of being very deadly, as tends to be the case with otherwise normal humans crawling in dungeons with 10 ft poles, and in that context, the gonzo doesn't necessarily fit. Such highly powered individuals dying to the likes of stick traps and javelin throwers is a narrative disconnect.
DCC yet again does buck that trend, but it accomplishes it by way of a universal experience thats as tremendously more cruel to its inhabitants as it is enabling of the awesome.
And I think its just more evidence that, as
@Micah Sweet has exhaustively argued, WOTC not supporting high level play is one of the games biggest problems.
Ostensibly the game is supposed to progress from traversing the Bubblegum Forest to crossing dimensions to seek out the Tower of Evil in the Swamps of Doom on the Island of Pain, but such things aren't really made obvious.
It should be progressing from your sharpened stick traps and acid vats as traps. High level characters should be running into gravity tears challenging their every move, esoteric puzzles left by mad mages with solutions drawn by blind clerics. Phantasmal twins of the party should be besetting them, immune to magic but just as deadly by the sword as they are vulnerable to the sword. Complex mechanisms designed by 7 armed Giants that require the party split up just to activate them in the right sequence!
And thats just off the top of my head, but none of that is obvious if you haven't spent an egregious amount of time DMing for high level parties.
It makes hella sense when you get there, and boy does the game work better when you do, but the system doesn't tell you that, nor does its supplements.