Alright, first off I'd like to apologize, because that came off as way more dismissive than I thought it did. In my defense, I had just busted the mirror off my brother's car, and my nerves were on edge.
My full thought is this:
A lot of indie games use PGC-based level building these days, and I don't think it's just because people like you like them (I also like them in theory — in practice, there needs to be a solid core loop for me to stay grabbed by them). I think there's a cost-benefit analysis going on — making a really good pre-built world takes a lot of effort and a skill-set that a small outfit of 3-4 people might not have. However, building levels by gluing together prefab parts, or by stringing together a set of encounters (like Slay The Spire does) is cheap, easy, and gives you results comparable to what a competent (if uninspired) level designer could set up. It's good enough and an engine that produces it can produce a lot of it, which is great if you're a small company and you want to focus your efforts on telling a story/building cool gameplay loops.
To point to a run-based game I do like, Into The Breach is technically a run-based game, in that you play through the same broad campaign (2-4 islands, and then the Vek hive) over and over again, with a random assortment of skirmishes, weapons, and level-ups each time to add spice. And hey, you can score coins to unlock new mech teams, can start with any unique mech pilot you've found, and get to keep one of your pilots across runs, so it even has some of that permanent, gradual progression going on. The difference, in my mind, is that you can make a bunch of decisions about how you want to play a given run before you start. I don't need to wait until after the first island to know what options I have available — if I want to light some fools on fire, that mech team is right there.
It also helps that Into The Breach's core gameplay loop is in a genre I adore, and that it doesn't gate any story progression behind running in a specific way.