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Some games do it in a more organized way: https://ibb.co/n5xdqf
In this particular case, those options got unlocked during gameplay -- although at the end of the game and various post-game sections, so you couldn't use them for an initial playthrough. They have been useful for achievement grinding, but that makes chose cheats merely a quick solution to a balance/design problem.
I've seen this in other games too: initial game is capped at 99 levels. DLCs add next to no content, but raise the cap to 999. And bunch of options to gain more exp...
In games where I actually quit doing to being stuck (usually on some difficulty-spiked boss, often combined with other bad decisions -- like most recently, your attack configuration being stored in the savefile so I had to recoonfigure everything after the reload).
Yes, a cheat code would have been nice. BUT, fixing the game would have been even better...
Keep in mind cheat codes were seldom there for the gamer.. they were there to help with playtesting.
same goes for other games, many things just exist to make the game longer and add nothing of value
games today have to be specificly advertised as difficult to be at least on a good challenging level because many games are targeted for an audience that includes the dumbest assumable user and that is why you rarely run into situation where you are stuck because the games are already easy to begin with. some games have a adaptable difficulty when you fail a task that is essential to progress in story, every game with a radio tower sponsored by ubisoft as example. one reason why they are so popular. brain off, play. same with gta.