Yeah, for me, I grew up on this stuff (and still love it, really) so my feeling is that level largely creates a dynamic that replicates a shonen fighting anime, where power is a fairly strict hierarchy that people can ascend through with training, experience, creativity, and sudden breakthroughs where they go further and further down a rabbit hole of surpassing fantastical human limits through magic, desperation, and good old fashioned hard work. For me, that's a pretty comfortable and well integrated aspect of a world with fantasy and magic that matches the way we traditionally progress from fighting goblins, to fighting dragons of increasing size, age, and power, to eventually fighting Balors, to Deities and Demigods or 'epic tier' god fighting shenanigans.
It doesn't do "The Hobbit" or "Lord of the Rings" where the power of the protagonist is relatively static, and only increases in smaller and qualitative ways throughout the story, but that would also be abandoning the pretense of a power oriented progression system almost entirely to begin with-- the character can progress socially, or maybe gain some new capabilities through magic items (like rings that turn you invisible, or Mithral Chain that makes you harder to kill, or swords that light up when goblins are near) but the actual curve of "I got more powerful" is sort of arbitrarily constrained to normal human limits, which tends to hurt my suspension of disbelief-- a lot of the creatures at the higher end don't feel like something a dude with a sword can hurt-- like the
Dragon on the cover of PF1e Mythic Adventures or the dragon the
5e Basic Rules and so on.
I'd go to a different game for that, but my players and I largely prefer the Shonen Anime power scaling of 'weeaboo fightin magick', it does a lot to 'grease the wheels' of a few old problems (like linear martials, quadratic wizards) believably, and we all grew up with it (as did most of our generation of fantasy nerds) so it doesn't tend to feel off for us.