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If we were playing playing a strategy game or a shooter or fighting game or whatever, the argument that certain guns, factions or characters should intentionally be bad so that good players could feel better about themselves when a new player naively decides to use one you'd probably get a lot of weird looks.
This is actually an extremely good example because you can directly map it to examples in other games.
For example, in the first Destiny game there was a rocket launcher called the Gjallarhorn that was far and away the best rocket launcher in the game. Since this was a weapon initially only obtainable by RNG, the only ways to get it were to either be very lucky or to ground for countless hours. This rocket launcher was so powerful that soon groups would start posting for raids with disclaimers like "Gjallarhorn only"; they didn't want to play with anyone who didn't have it because there were "easy mode" strategies that were only possible with this super powerful gun. Ultimately this was damaging to the community and Bungee first released a patch where anyone could get it by performing a certain quest (the video game equivalent of a TTRPG guide), and then removed it from the game altogether, because a weapon that was so powerful it warped the intended design of the game was just not something worth keeping around.
Magic the Gathering intentionally prints bad cards for a variety of reasons; sometimes they're better in legacy, sometimes they do exist just to reward system mastery, and mostly they exist to boost sales since they take up space in a pack that might otherwise be occupied by a useful card. That makes sense in an environment built around competitive collectibles.
Both of those games have competitive elements (which Pathfinder does not), which means that a certain amount of mechanical inequity is to be expected; they need to drive you to play more, because doing so is the only way to collect the best stuff. Pathfinder doesn't share that element though. Everyone has access to the same books and the same options, and the players are cooperating together, not competing against each other. Trap options and intentionally subpar options don't really add anything to the environment except gatekeeping tools for gaming "elitists". There's no value in my cleric maybe not being able to tackle the same encounters as my wizard, or my fighter not being able to fight the same monsters as my rogue. I'd argue the opposite is true, that any dynamic where one player's system mastery has them playing a fundamentally different game than another player is bad for the hobby as a whole. It leads to decades of forum arguments, loss of players in the community, and it can be particularly bad for business as the things that players at one end of the curve want becoming increasingly divorced from the things players at the other end of the curve want.