If we are playing an Anime RPG, and we are testing how far a character can jump, then we might intuitively expect them to leap over buses or off 3 story buildings.
If you're familiar with anime to a certain degree, sure.
Why would we have expected characters in a fantasy game to adhere to RL track & field records, though, anymore than we'd expect it of the anime?
Expecting the game to produce results in line with reality is only intuitive if the game is, say, historical, rather than fantastic. It's "realism." Something that had a lot of cachet in the wargames that preceded D&D, and which D&D has long struggled with in several senses.
Getting your anime-inspired PC to jump like an anime character, OTOH, is something I'd call "genre fidelity" or "genre emulation" or "modeling genre." The key word, obviously, being genre, the conventions of which step in and take the place of realism.
The fantasy genre is pretty broad, reaching back to myth/legend, including S&S and High Fantasy, shading into sci-fi, and arguably including some of those crazy-jump'n anime characters.
What we would not intuitively expect, and be surprised to discover if it worked this way, is that the range of distances that they could jump all other things being equal mapped to a linear function where each distance was equally likely. We would not expect someone whose best distance was a 25 foot long jump to be just as likely to jump 5 feet as 25. And this would be true of the Anime character as well. If the Anime character averaged a superheroic unrealistic jump of 40', we would expect that the distance they could jump would rather tightly group around that.
Guess that simple d20 isn't so elegant.