>>720278528
Going to go out on a limb and guess here.
Modern RPGs have to cope with the idea of builds and build choices. Older DnD based games, as a comparison point, are pretty ass to play precisely because you can't use the majority of classes in any capacity. The few that work with how they built the campaign only have one build each that really functions. The companions, for some reason, are built like ass. Probably so they can't just carry you. They feel bad and are super frustrating to play unless you want to play the one thing you're actually intended to do.
If you want the game to be more broadly playable, and playable by random builds, you have to tone down some things. The 10 strength rogue and the 18 strength strength fighter both have to be able to complete this game. Which boils down to more than where your stats are going. Imagine a class entirely based around critical hits in a campaign where no enemy can be critical hit. Weird niche vulnerabilities start to be shaved away by design cause someone wants to play that rogue that relies on crits.
You could say not to design a class like that in a game like this, but that's the same issue from the other direction.