Segev & tokek: I think it would be better to say that abilities that act as shortcuts or eliminate some aspect of the game, exist as optional rewards for playing those aspects out.

This was pioneered by D&D to a degree but is ubiquitous, especially in videogames, and has been for a long time. What I mean is this: a game expects you to do a thing or get to a place the hard way for the first few times. Once that's done, an optional method is given that makes that particular thing take less time or effort. Teleportation is the most obvious example: whether you talk of D&D or Legend of Zelda, it's common for a game to reward the player with a method to get to key locations fast after they've completed the initial challenge.

A player who prefers the scenic route, obviously retains that possibility, and there may be other advantages to doing so (such as hunting for hidden treasure). In a D&D-like game, where the amount of abilities might exceed what a character can actually have, this also involves players thinking of and expressing their priorities. It's worth noting, though, that if nothing new comes around to fill the gap, this just reduces the game and its aspects. Many powerful abilities in 5e are grandfathered in from earlier editions of D&D, where characters were meant to transition from vagrant dungeoneers to managers of their own domains and keeps at about the same time those abilities become available. A game where characters are expected to remain vagrant dungeoneers likely shouldn't have them.