Giving players so much freedom that they can easily identify and execute a grindy, brute-force but boring strategy is an extremely common problem in game design. Fault is irrelevant, it is the game's problem if the player stops having fun because they got trapped in a psychological pit tying to circumvent the rules when playing by the rules is ultimately easier.
This is a tradeoff so requires some balance, but OP's suggestion is simple, unobtrusive, and probably effective.
Exactly. That's also the same reason why a game being too easy is the game's fault. One could object that players should be more disciplined and intentionally forego (e.g.) the stronger weapons in the game. But part of the fun of playing the game is to try to get the best possible weapon. Similarly, it is little fun to play e.g. tennis or chess against a weak opponent. Either it is too easy, or you don't give your best, neither of which is particularly fun.
Giving players so much freedom that they can easily identify and execute a grindy, brute-force but boring strategy is an extremely common problem in game design. Fault is irrelevant, it is the game's problem if the player stops having fun because they got trapped in a psychological pit tying to circumvent the rules when playing by the rules is ultimately easier.
This is a tradeoff so requires some balance, but OP's suggestion is simple, unobtrusive, and probably effective.