Yeah, being able to become very powerful in a gritty game I think is fine. Runequest had that as well.
Dog-items to me would be (as examples) expecting strong narrative meta-mechanics (like FATE or PBTA), balanced encounter-economy (ala modern D&D) or a "fiction dictates reality" mechanic (ala Wushu or other "stunt" games).
Those are all things that can be very fun, but they are not things DoD ever intended to have, hence they are not really flaws in the design. Of course for a given player they can still mean you do or do not like the game for that reason. The two are important to distinguish.
f.x. DoD has fairly slow skill advancement but that's not a rules error. It's just part of the intended play style. So it's Cat to me. Some games are meant to be played over a longer period of time.
I hope that ramble makes sense