This is the sort of thing game designers struggle with. Our goal is that you have fun. But (oddly) if we give you tools that are NOT fun, some players will gravitate to them, and complain loudly.
And consider - if people who are NOT having fun are rewarded with faster advancement & progress - how does that affect the community’s perspective of the game? That’s the sort of second-order effect that drives a lot of decisions.
As a player, your appetites are infinite. That’s natural, and I don’t mean to imply that you should think otherwise.