I disagree with the premise, because I have never wanted change. Since the beginning of variety in games there have been numbers behind them, whether it's health bars or upgrades.
Numbers quantify the intangible, and when you are controlling characters that isn't you the human how do you convey their dexterity, constitution or charisma in a way that is relevant to the game/player? Even if you find a way to hide the formulae, people will re-quantify anything in any given game. Zelda OoT doesn't give you numbers, but you can find the health or strength of ay enemy or weapon online because people want that information.
Variety is the spice of life, and games follow the rule even moreso. There's room for stats and room for alternatives, because they're all justifiable if they're done well.
To give any example, RE2 has limited weapons. It keeps it simple and has clear differences between each upgrade to convey the change. The magnum and shotgun both get different sounds and massive kickback. RE4 has 5 handguns alone, and they all use the same ammo. How do you convey the differences between them before the player spends money on a weapon and tries it? Numbers are a necessity of that approach. Both of these games are top tier, and neither are wrong.
You could say that's not relevant to RPGs and Hades (haven't played), but the same rule still applies.