Yea it doesn't bother me much either. I get where some people are coming from but for me it doesn't determine whether or not a game is worth playing nor my estimation of its quality. I think running straight to Navarro in Fallout 2 is stupid and I've never done it, but I don't loose any sleep over the fact that it can be done and if I were in the mood to mess around within the game it is even nice to know that such an option is available.
Most of the time I tend to play games with a semi-immersive approach where I'll either project myself into a character and behave in a manner approximating how I anticipate myself reacting to such and such environments given the tools, abilities and physical condition of the player character, or I will develop an imagined persona and role play but rarely with full dedication. In such games I don't use cheats but I will make use of certain kinds of exploits as I most likely would do so if a similar opportunity arose in my real life, dependent on the consequences. I really appreciate it when a game offers within an options menu the means to alter the general hostility and consequent difficulty, or the condition of the internal economy. Stalker: Anomaly for instance, a mod (or rather, an enhanced version of what is ultimately an amalgam of several overhaul and feature mods) of Stalker: Call of Pripyat, has an options menu that is incredibly open to customization in an almost overwhelming amount of areas. Everything from the average aiming skill of enemies to the frequency with which opponents of each kind will spawn including how many of them, and everything in between: the rate of deterioration on items, weapons, clothing and armor, the exchange rate in different areas for bartering, whether or not the many factions are reactive in their hostility (meaning that they will fight for territory, which can dramatically alter the state of the game world), toggleable fast travel and something like 6 or possibly more conditions under which fast travel is to be enabled (so weight carried, under attack, etc.), and so on. This to me is ideal but I don't fault a game for not offering this kind of depth to tailoring your own experience, after all it is a mod.
An actual game that offers a similar access to world state settings prior to beginning (though not nearly as comprehensive) is the game I mentioned that I've been playing off and on recently, Kenshi. You can determine to within two decimal points of a percentage how often factions will attack on raids, and the ease of losing your characters limbs as well as removing them from opponents, the amount of bandit camps and creature nests that spawn, the rate of your hunger meter, whether or not bandits and such like will loot you or your squads unconscious or dead bodies, and a bunch of other fine tuning options via sliders. Granted the game is an open-world sandbox type experience that has innate mod support and comes with a modding toolkit, so it was clearly designed with this degree of player agency in mind, where other games might be highly restricted in these matters because the intent is for a narrative experience resembling a movie.
Finding and using exploits in a game is a nice option to have and I appreciate certain games where such exploits are clearly intentional, like in the recent Elden Ring game at the cliff site starting grace where Mohgwyn Palace may be seen from far below the ground. As you turn from the grace site and approach the trail along the cliffs there are dozens of creatures (Albinaurics) there literally just sitting there doing nothing, most of them have their eyes closed or are gazing out over the cliffs. These are normally hostile creatures on-site but in this instance they totally ignore you unless you hit them, in which case they will then stand up and defend themselves. There is a patrolling unit of 4 red Albinaurics who do attack you and if surrounded genuinely pose a threat, but when anticipated are easily dispatched during the routine killing spree of their dormant fellows, all of whom respawn. This is supposed to be a relatively end-game area because it is physically accessible only by a hole in the ground up in one of the frozen far northern territories, so by this point if you were thorough in your exploration you should have found a talisman that will given a bonus multiplier to the runes (the in-game 'currency' and leveling material, like souls in the other games) that you collect from defeating enemies. Plus there is an on-use consumable that you can craft or find while exploring that functions similarly. So you put on your talisman, pop a consumable, and go on a killing spree all within 10 to maybe 50 feet from the site of grace where you spawn at, each of these creatures drops over 2,000 runes (!) and when you've killed them all you simply run back to the site of grace (or fast travel from the map, though depending on your loading times it will take longer) to instantly respawn them. This process is infinitely repeatable and upwards of millions and millions of runes can be gained in an hour at most farming these things. To top even that off, there is a bird enemy if you look out over the cliffs on a plateau down below, that walks back and forth from the blood lake to the edge of the cliff, and if you stand to the right side of your own cliffs and fire an arrow or bolt at it, it will run towards you to fight but its AI gets messed up at the cliffs edge so instead of flying or pathfinding its way around to you it simply leaps right off the cliff and plummets to death.
At a certain point I'd amassed a decent amount of those consumables and although its been awhile to where I can't recall the timing, I think it was under a minute but definitely under two, I would spawn in, pop the consumable and in rapid succession get off a weapon-skill buff and a miracle buff to maximize my damage output (I think Flame Grant Me Strength and some Divine something or other, its been a few months), all while walking up to the nearest Albinauric so that by the time I was within sword reach length of him I had the consumable and two buffs triggered, immediately start smashing them up by going down to the left and circling back around. Making this circle goes incredibly quickly when you have these buffs at a high level and kill the Albinaurics in a single hit, then tap the button to switch my right hand weapon to a bow (which was prepared to be accessible by equipping it in the second right-hand slot) while approaching the cliff, hit the bird, watch it reach the cliff and turn to run back to the site of grace. Just as I'm reaching the site of grace the runes acquisition is finishing from the bird dying and I rest at the grace site to respawn everything. Now I didn't do this until after I'd beaten the game, but it is so obvious that the developers intentionally designed this spot to be like shooting fish in a barrel, most likely for players who find they are incapable of defeating the end game bosses in order to level up enough without having to wonder around looking for runes. I was already at a high enough level by the time I encountered this spot so that it wasn't necessary, but I absolutely went back and farmed the shit out of it before going into new game plus, both to get a super high level (it was somewhere around 223) and to have over a million runes so that I could stock up on the materials needed for enhancing weapons, of which there are two varieties. I understand that in a recent patch they changed things so that the bell bearings (the things you give to an NPC in the hub area to purchase unlimited numbers of these materials) you've collected transfer over along with all of your non-story related items into new game plus, but it isn't retroactive and anyway it wasn't the case when I finished the game, so you best believe after all that effort I was going to farm runes and have enough materials to max out my favorite weapons. Then I took something like 80 or so of each into new game plus in case I became interested in a weapon I'd not tried.
Anyway I like Little Rosy very much and plan to keep her in my party for now unless I encounter an NPC who seems cooler, and it doesn't bother me if she makes the game a bit easier. If my guys aren't leveling skills because I find her killing everything too quickly I'll just keep her idle in defending or something, that should work, right? I like having the option to gain access to more powerful allies should I find myself struggling, there is no sufficient reason I can think of for not including such an option when there exists the alternative of simply ignoring them if you feel they are overpowered or trivialize other content.