>Kingdom Hearts 2 Final Mix on the PS2 lets you have an ability on the hardest mode that lets you turn off EXP gain
>Bravely Default on the 3DS let you turn off EXP gain entirely on the updated version that was released internationally
>Xenoblade 2 on the Switch let you stock up EXP from certain sources to prevent you from overleveling from sidequests, and the NG+ and Definitive version of the first game let you actually level down
>Pokemon itself has EXP scaling in Gen 5 and Gen 7 onwards, so it's not like they're against preventing overleveling
Honestly, Pokemon is behind the curve as far as EXP options go. When Legends has the closest thing to anything I listed above with the EXP candies from quests, there's something wrong there. Now you might be thinking "other JRPGs let your entire party gain EXP". Well, several do, but a lot more let your characters that aren't even in the party at all gain the same amount of EXP these days. If Pokemon did that, it would be every Pokemon in your boxes. Would that be fine to you? Especially when Little Cup is a format people like to play sometimes? It's better to design your systems around the game rather than let what other games are doing inform your design. If Pokemon looked at the other monster catching games like SMT and some Dragon Quest titles, then the player character would be able to fight as well, which radically changes the entire dynamic of the game.