I gotta disagree here.
Progression is part of the satisfaction i get from games.
I enjoy the idea of starting off “weak” and working to improve myself over the course of the game.
To use Hogwarts for an example. If in the sequel you were to start off with “Avada Cadabra” Then the rest of the game is meaningless to me cause i’m already a badass. What motivation do i have to get stronger?
The motivation to "get stronger" is the writers responsibility.
It's lazy writing IMO. The first 3 God of wars didn't have to start with some square peg into a round hole power drain to keep the progression interesting.
Coincidentally, it's the same problem a lot of animes have, namely DBZ which I love but it has it's flaws.
Writers end up in this cliche loop of; hero starts weak, hero has to get stronger to defeat strong enemy, absurdly powerful "boss" appears, hero has to shatter through power cap. For the sequel they want to repeat the process so you either A) strip the hero of their power B) Increase everyone's power cap to absurd heights.
Hell, the MCU has the same issue. After Thanos they introduce multiverse elements that completely remove the stakes and introduce a never ending loop of "there will always be someone/something more powerful".
I like the way the original Naruto series was. The writers didn't focus on "power levels". It was more about the strategies in each battle. A much weaker opponent could defeat a stronger one if they were just smarter.
Circling back to games, progression doesn't always have to come in the form of higher damage output. Things like switching up movement, changing key items, play with strength vs weakness abilities, and more could keep things fresh and give players a sense of progression while keeping the story fresh. Writers need to stretch creatively and stop leaning on the same lazy tropes of "must do more damage" to provide gamers with a sense of progression.