Not going to really engage with most of this but...the clutchclaw is a TERRIBLE example. The clutchclaw basically removed difficulty from MH World almost entirely. Your weapon keeps bouncing off the tough hide of a monster? Clutchclaw > Tenderize > No more bouncing. Even though for some monsters, having tough hide areas was part of their fight mechanics. Also all hits to the tenderized sections are basically mini crits. So people would just tenderize the whole monster.
Monster moving way too much for your liking? Clutchclaw > Aim monster at wall > Burst shot to make them run into the wall and fall over giving hunters about 15 seconds of free damage on said monster. And if you had a smart group, you could abuse the clutchclaw in conjunction with any and all options to inflict KO status to keep the monster flailing on the ground indefinitely. So if you tenderized the whole monster, and abused knock down, which was super easy to do! You basically had a monster that took nothing but mini crits and was completely incapable of defending itself.
The clutchclaw took the hunter's overall power in World, and shot it through the roof. Like, it made Velkhana, a monster they kept hyping up in the story as a terrifyingly powerful monster...an utter cakewalk of a fight. And I sorta remember tenderizing also making Shara utterly piss easy. This is why things like Alatreon and Fatalis needed to rely on cheap gimmicks, DPS checks, and heavily overtuned damage to give the hunters any form of a challenge. Alatreon's DPS check on release basically invalidated not only entire playstyles and build styles, but made it so entire weapon classes could not participate in the fight. Like, literally, even if you brought the right elemental greatsword to the fight, GS were so slow they could not meet the DPS check. And reminder, if you did not meet the DPS check...it was a wipe and you instantly fail the mission. They had to add special elemental modifiers to slower weapons in order to allow them to clear Alatreon's DPS check. Which just goes completely against a core tenant of the series' design philosophy for years and years. You could clear any fight with any weapon. Just some took longer than others. But World's Alatreon fight spat in the face of this. And this was all in response to how ridiculously powerful the clutchclaw made the hunter.
Edit Addition!
It also needs to be heavily emphasized how only Iceborne was really balanced around the clutchclaw, and I am using the word balance very loosely here. Some monsters in iceborne, you could just ignore it but others demanded you use tenderize and wall bang as much as possible. But the entire base game was not designed to deal with something like the clutchclaw. So what ARE supposed to be difficult fights (At least by World's standards...) like Bazel or Nergigante, are trivialized. Tenderize also allowed you to just straight up ignore some core mechanics of monsters. Like Kirin's enrage armor. When enraged, Kirin's body will bounce off all attacks save for strikes to the head. Because you are supposed to break its horn. (There were others ways to dispel the armor without horn breaking as well.) but the clutchclaw just let you grapple Kirin, tenderize, and go right back to hitting its body while also doing even more damage to it. Rendering what has been a core mechanic of Kirin for ages, completely ignorable. This is...not a good thing.
Adding a clutchclaw equivalent, a 'progression' mechanic or something, would require them to either make it exclusive to DT and beyond, or go back and retune EVERYTHING to take this thing into account. And neither of these options sound appealing. On one hand, it becomes yet another thing we lose when synced down in any capacity, which is already ultra frustrating right now. But having it vanish any time you sync down is just gonna make folks resent lower level content even further. And the other option just sounds like an enormous waste of dev time.