Here is the chain of thought:
Oh no, I'm still traumatized by all the (spiked)
chains in 3e.
1) This isn’t playing or part of play. This is a conversation about two particular play priorities.
Not about playing or play, but about play...?
...may be losing me, here...
2) These particular play priorities are about competition + competitive integrity and tactical decision-point depth in the expression of that first priority.
Yep, lost.
3) Despite how you (or others) May feel about them, competition and competitive integrity are legitimate play priorities for D&D and TTRPGing generally. They are not dysfunctional and anathema to TTRPGing (in fact, they are at the roots of our hobby).
Even in the distinction between a competitive and cooperative game, game /balance/ is more important in the latter, because everyone is meant to be involved and fully-contributing, not maneuvering to make the best contribution to spite eachother*.
In the former, the lower standard of 'fairness' is quite adequate.
4) In a design conversation centered around the above play priorities, analysis is required.
5) Hence, nothing about this is bizarre from first principles.
* back on Gleemax, there was a school of thought that, if you played a fighter you'd "want" longer days, so you could shine, so there should be a built in check against the casters' impulse to the 5MWD. Among many other reasons that didn't manifest was that the point of /decisions/ in a cooperative game is to maximize the performance of the group, not minimize the performance of one member so another can finally make a non-trivial contribution. The fighter's best play, back then, was to be down with resting every chance the party got - and, the players best option was to /not play a fighter/ because other classes could contribute daily resources that were more important to the party's success than anything it had to offer.