I don't mind it, too much.
From a pragmatic perspective: Creating a game system means coming up with dozens of interlocking bits that play off each other and create new and inventive ways to achieve your goals. No designer, no matter how prescient or skilled, can foresee every possible interaction and, more than that, foresee every possible way to create new material for the game.
And as you create that new material you'll run into interactions that increase the level of power in the game. Sometimes because the new material is too flexible or too powerful, but often because it combines with other materials either produced or new that create unintentional interactions...
And, of course, that's presuming you got the "Balance" right in the first place. Later passes over the same material may show that your initial designs don't line up with your actual goals after they've slammed into public play.
So power creep isn't that huge a deal, for me, in the end, so long as the baseline gets pulled up to deal with it, or the outlying issues get appropriately nerfed.