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Same here, but it's understandable. The developers were influenced by a lot of games, but their biggest influence seems to be the 3D Mario games. So it makes sense they'd treat the currency pons like coins from a Mario game.
They could still do that even with a finite amount of them. It would just mean you'd have to go back to older levels and search for the ones you missed if you don't have enough to progress. Banjo-Kazooie had a finite number of notes in each world and note doors that halted your progress if you didn't collect enough of them.
From my perspective, they are used to buy badges and such so you would think they would be limited so the game would make you really scour the worlds if you want to purchase that hot loot instead of just easily grinding for them. Are hourglasses and yarn the only collectables in this game? Seems kind of eh.
At least Mario and Banjo had multiple times of collectables, like the uniquely colored coins/feathers in each world.
To me, the yarns, relics and rift tokens are enough to keep me exploring the whole area, even though there are more yarns than needed.
If you want to be finite like banjo kazooie, it would feel like a chore if it's beyond 100. It would be hell if those pons and other collectables bounce around and fell into lava, like how the final rift token is just unobtainable. Also, the 100 coins on 64 and sunshine are often considered to be a hassle for some people.
The devs are trying to make both collecting what's needed and collecting everything to be equally fun, though I wish there are more collecting "red coins" type of things like the mafia vault code.