I can't think of anything less threatening to a giant monster then a 90 lb woman flailing a sword at it
Most games are completely unrealistic when it comes to size of the participants being an important factor. I am talking anime level of unrealistic, where a human-sized figure is fighting against a giant-sized one (and often clad in metal or made of stone, or similarly tough material to deal with). Frankly, it would be interesting to see games tackling the issues of combat from a realistic perspective, even if enemies are unrealistic. In this regard The Witcher series is a giant failure as both a monster hunting game and intricate sword-fighting game, despite providing an excellent background for both.
This is even older than computer games. Even D&D in the 1980s had this problem. Like, nigga, how are you even going to damage that gargantuan dragon by hitting it with a
mace? What are you gonna do, stub its toe? And how do you expect your longsword to even scratch the paint on that adamantine golem?
In your mind's eye, you
have to imagine that your magical weapons strike with all the impact force of a goddamn comet and are made of indestructible materials. In other words, once you're past, say, Level 8, you're basically a
shounen protagonist.
This has always been common to the entire genre. In most games and settings, there's no way to fix it. The only way to fix it is to
build an entire setting and Monster Manual around "realistic" combat. (Speaking of anime,
Goblin Slayer is a bit like this. The protag's party never fights anything too large and the women are all embarrassingly useless in melee.)
As an aside, games with guns have the
opposite problem. Reason 2084356 as to why Cyberpunk2077 was shit: You can practically empty a magazine onto somebody's face and hardly anything happens. There was a "realistic" mod for CP2077 that got rid of the bullet sponginess, but I think most people found it unforgiving and unsatisfying in a game.