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This is a common trait in ALL of Lazy Bear's games.
In Punch Club 1, the final fight in the game is a one-shot only that begins after you win the world championship. You get basically the same ending whether you win or lose, with nothing at stake except an achievement. Depending on whether you chose the good or evil path through the story, you can get a strength build opponent or a speed build opponent. If you reload your save, you can walk around the world map, but nobody will fight you anymore except Silver.
In Punch Club 2, winning the highest pro league championship initiates Chapter 3.5, which has some optional high-level fights and a lot of story. Once you finish Chapter 3.5, there is a long and awesome cutscene that carries you directly to a room where you can initiate the final boss rush.
In Graveyard Keeper, the game has 6 major characters other than the protagonist, corresponding with the 6 days of the week and 6/7 of the mortal sins. The game's plot is made up of their six questlines, which interweaves such that each can only be completed if you have made a certain amount of progress with the rest. Each one gives you a unique and irreplaceable item when their story is complete. Ending the game simply requires submitting all six of these items to complete a quest of your own that has been a loose end practically since the beginning of the game.
And on and on like that. If you want to "free roam," the game, it seems that the time to do it is by getting to the end of the game and then holding off forever on actually crossing the finish line.