>>721112497 (OP)
it completely depends on the kind of game and how unlocks are handled
take roguelites for example
in most you unlock more modifiers, characters, and maybe even side areas or alternate paths over time as you win and make progress
it gives the games longevity but if the unlock methods aren't handled well it can just make the game feel tedious
which brings up another issue with this design philosophy, the game can end up feeling incomplete until you're dozens maybe hundreds of runs in and you have an ample amount of unlocks to give you a proper sense of variety and randomness
alternatively if there's too many things to unlock once you get near the end it can feel like there's too much or that there are a million unlocks for the sake of being able to say there are a million unlocks but they end up not being very impactful individually
there are also more classically designed roguelites that don't have metaprogression at all and it all comes down to you personally accruing and understanding of the game's mechanics and what it can throw at you which can lead to similar problems
it can be a very fine line to tread and even after all this time many devs still fail to make a good balance
the concept of unlocks has been raped in the modern context anyway since its typically just used as a method for devs to entice you to pay for shit with roguelites being one of the few exceptions left