I'm personally not against it, I think it needs a balance, like a chance to break. Although I actually advocated for the new refine system from Korea (
https://imgur.com/a/sf2f4).
You no longer have levels and exp on weapons, you need Fragments 1/2/3 etc to refine. The first 9 stats you have no chance to break, it works or it doesn't. The next 10 (from 10-19) you have a chance to lose stats, but not break, so fail/success/-1. From 20 onwards you have the chance for the weapon to break, so fail/success/-1/break. Master refine and weapon resets no longer exist.
There are some more points to it, that probably couldn't be easily implemented here, such as for early refines you get a secondary stat every 5 successes, then as you get more successful you get a secondary stat every success. Things like Lifesteal/Manasteal/Armour Piercing/Crit Chance etc.
There is also a system in place in Korea that allows you to transfer stats from one weapon to the next, there are some penalties and I believe you can break the weapons as well. But basically you have a few different types of orbs, you can then select to remove stats from one weapon and store them in the orbs to transfer to another weapon. This is how the very high (100+ refined) weapons happen in Korea, you take the risk and expense on lower items and then attempt to transfer it to the higher ones.
Yes a lot of this allows for a lot of power growth, but in almost all steps there is a risk, not just reward. Weapon refines, Item refines, Orbs etc in Korea all carry a chance of breaking the item/weapon. The risk reward keeps the economy going as well as broken stuff needs to be replaced.