My sense is that there are themes that can easily be represented by mechanics that exist but aren't worth bothering because they won't have much impact on the targeted players.
There are plenty of ways to mechanically disadvantage players that aren't as thematic.
Then, what Picc is getting at is the general idea that tokens should do something. We know +damage does something. But, if all the game is about is how much damage you deal, what's remotely interesting about that? Now, the game isn't entirely about maxing out damage, at least not if playing at a level that's challenging for one's collection, but, by reducing the value of tokens that do things besides increase damage output, reducing build diversity.
There's also the concept that the challenge level is pretty much up to the players ... after the players hit a certain level of token collection. Sure, starter pack play is at the whims of how hard Normal is, but someone with "Nightmare" level collection could play Normal or Hardcore to modulate the difficulty level to fit desired experience. Having tokens that bypass challenges in an absolute sense is not practically different than doing a Hardcore run with bunch of Eldritch and legendaries that pump up combat stats. What it is is different.
I ran Medallion of Greyhawk in VTD5 to bypass save or die. It didn't work**. Medallion of Greyhawk could have been Medallion of Valhalla or whatever instead. Why have tokens that don't do things? It's like why have character abilities that don't do things - Detect Evil, Remove Disease, some non-paladin ability?
** By the time I had the right combination of effects to bypass save or die on a build (I did for someone else), the Death Knight was destroyed in less than three rounds ...
Thus my desire to get rid of Eldritch. I couldn't care less if SRoEC or polymorphing reduces someone's damage by 10, including in puzzle rooms. Can even include "tech" below the Eldritch/legendary/relic level actually doing something useful because of two things: it's not just situational, someone is giving up something for these counters in almost all cases. Lucky Traveler is currently, largely an exception as it doesn't have critical mass on slot competition, but, as various people have brought up, that's changing.
Consider how vastly more interesting it is when puzzles do sonic damage or Darkrift or even mechanical trap damage.