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They're intended to be "endgame" campaigns, but inept development teams can't do actual difficulty increases, so they choose to make things take longer to achieve instead. Examples in real games include "Legendary" enemies that take five times as long to kill but provide no enhanced challenge*, tiered unlocking of higher difficulty settings**, or having to go through the same crappy fifteen minutes gameplay loop ten thousand times***.
* Bethe$da loves this one.
** A lot of games of the modern era fall for this, mostly Tower Defense or FPS games.
*** "Survivor" games are drowning in this form of 'difficulty.'
Vecna is even worse.
There is a few useless words in your last sentence. You can summarize it into: "If it is indeed intentional them failing to convey that in the game is a problem in itself" without being wrong.
Farming favor in those campaigns is an exercise in futility.
And yet, the Split The Party special adventures indicate that they *CAN* change the scalar rates for enemies to be more challenging more quickly. But are you sure you'd really want that? Sure, the adventures and variants would be over more quickly, but you'd also get that much less for your time, too. Because we both know they're not going to condense 500 areas worth of enemy progression into 50 areas and still give us 500 areas worth of rewards for it too.
See "Legendary enemies" for reference.
*The only point that can very remotely comes close to that is jiggling with champions to get a damage spike but even that is not very challenging when you know how to do it.