@FRASH_18 I don't think that the level is just for show but is actually a copy-paste from typical Japanese RPGs like the Dragon Quest franchise.
So far I've only seen very few RPGs that actually have a mechanic where the status values influence other things than battle mechanics.
Normally stats are treated the same as equipment, meaning they allow you to deal more damage(STR/DEX/Crit/POW) and receive less damage in return(VIT/RES/CON/DEF/AGI), as well as increase the times you can use magic(SP) and take damage(HP).
Yes, there are some WNs/LNs where stats directly influence your jumping power, carry weight, running speed, nimbleness or brain functions,including memory capacity,, but this one just seems to copy the basic Japanese RPG where stats only really matter in encounters with monsters, not in daily life.
To be honest, the whole level mechanic is good for games but cruel for a story, because it serves little to no purpose in these power fantasies where the MC becomes a demigod after defeating a single big monster.
And even if these stats showed any influence, would you really be able to use the new power directly,without special training? I doubt that. A trained individual will usually have an advantage over the non-trained, even if the non-trained individual has the better base values.
This is what makes the premise of this story much better than e.g. the Arifureta series, where the main character just gets everything from his enemies and then kills everything with his battle maneuvers, instead of having to work with his initial skills and physical capabilities.
Here, even though the main characters stats are high, he still has the weakness that his skills cannot cover for every situation he might find himself in throughout the story, and as long as Deus EX Machina(aka author/editor) does not come along with new skills to solve new problems, there would even be the possibility to build a plot simply by not allowing the character to progress because he isn't capable of doing anything in that situation.
Retreat, tactics&strategy, twisting a plot by artificial road blocks that cannot be removed by the character himself or his companions, all these things can enrich a story with more depth and background info/world building without becoming stupid or iterative in the form of a never-ending helix of problem->solution->problem->solution and so on...