Untrue. In 3e all you got was a stat bump. With my adjustment the character can carry twice (or three times) as much as normal, can push, trip, or wrestle other giants, and hurl rocks. What it doesn't do is make it easy for a rogue to get 19 strength without putting in some stat investment first. Mutants and Masterminds 2 did exactly this by differentiating enhanced strength (a stat boost) from super strength (lifting capacity). Tripping dragons is fun.I disagree. That is how they were in 3E and I hated it. If my 8 strength Rogue puts on a Gauntlets of Ogre Power he should have a 19 and to be honest this is the most common use of the item in games I play.
In games I play the Rogues and Bladesinger Wizards are who usually takes the Gauntlets of Ogre Power. This frees up ASIs so they don't have to pump dex. On the Rogues this means a lot of feats. Belts of Giant Strength usually go to melee characters, but as often as not it is a dex based fighter or ranger.
I would be ok with a max stat of 18, but I don't like the idea of nerfing the items that give you X Stat.
You gain some of the feel of being super strong without breaking bounded accuracy unless you put in a huge amount if investment. 24 strength is plenty strong in terms of accuracy in melee but you only get there if you pumped strength to start with. It finally makes it an item that has a genuine benefit for classes like fighters who should feel like it's an item for them but it benefits the 10 strength cleric more.
Obviously, people who enjoy min maxing and using a magic item to plug the hole might be less keen.