Do Supercell games succeed because of, or in spite of their 'light touch monetization' economies?

Clash of Clans ($80k) aside, Supercell is notably conservative re: spend depth.

Last time we checked,

Clash Royale's economy had a total value of $22k.

Squad Busters? $5k.

Brawl stars?  $34k.

Despite BS having 95 playable / upgradeable characters!

Now, $34k can sound egregious, until you consider Core games' (Team & Idle RPGs, 4X) $250k-$800k econs.

In these games (e.g. Rise of Kingdoms, AFK Arena, RAID) maxing a top-tier hero is valued at $2000-$4000.

In Brawl Stars, doing the same is only $200.

While not a Core RPG, IMO there's no mechanical reason why Brawl Stars couldn't 3x spend depth.

So, why don't they?

Is it because Supercell's brand (which yields 3-4 organics for every paid install) depends, in large part, on having 'lightly monetized' economies?

FWIW, 3:1 organic ratio is exceptional.

Rise of Kingdoms, AFK Arena, RAID are closer to 1:1 (Sensortower).

So if Supercell monetized more deeply/aggressively, would that put their organic UA machine at risk?

Is 'light touch monetization' critical to Supercell's brand?