There are other FRPGs that use a "fade away"-style rule. For instance, ere is the Torchbearer 2e rule for an absent player (from the Scholar's Guide, p 25):
If your group plays an ongoing game and a player misses a session, they get a little boost to help them catch up when they come back.
After the prologue, they tell everyone where their character has been. They should make up something cool but keep it short - and make sure it fits with the group’s current predicament.
Once they’ve done that, they may:
* Alleviate one condition (except injured or sick) in recovery order - hungry and thirsty, angry, afraid or exhausted
* If they have no conditions, restore a point of taxed Nature
* If they have neither conditions nor taxed Nature, they may note a test for advancement - pass or fail - for one skill or ability, or memorize one spell or reduce Immortal burden by one
Here are some examples from actual play:
I enjoy the little vignettes this rule creates; it sounds like
@ECMO3's table doesn't require those vignettes, but obviously that's their prerogative. I imagine that if any given participant was really puzzled about the fiction, an appropriate vignette could be thought up and narrated.
This way of handling a player absence doesn't have anything to do with "easy mode": a game doesn't become
easy just because your PC (that is, your playing piece and your position more generally) aren't in jeopardy when you're away from the table.
Maybe some groups would want to insist that no one is ever absent, but that's a different thing and has nothing to do with whether the game is easy or hard.