Levels are trash. Point-buy is decent as long as the GM is spartan in giving them out. All the systems I design have multi-point buy system with three types of points to spend based on different levels of achievement.
What's the best type of progression system in your opinion, Veeky Forums? Point-buy, levels, a mixture of the two...
we're not even talking about stats, we're talking about progression. Learn to read.
It's one point total for the first, two total for the second, four total for the third, then four additional points for every subsequent level. It isn't linear until you invest four points into a skill. Putting points into a skill is only efficient if you only want to raise a single skill, but that's usually a bad idea because characters need about a dozen or so skills at decent levels (10~12) to have reasonable agency.
Also, you miss the point of GURPS, or really any generic point-buy system, which is that it lets the GM run any game they want. The GM defines the game within the system, and the players build characters accordingly. What's allowed in a game is contextual. If a character doesn't fit the context, then the GM doesn't allow that character.
Skills are also the snag in GURPS templates because they don't have a linear cost. It can be annoying to apply multiple templates with overlapping skills, as they might not add up to a full level. If costs were graduated overall, it would ruin one of GURPS' greatest strengths, templates and lenses. You suddenly have a bunch of point-juggling to use something that was supposed to expediate and simplify character creation.
And to address the 100-point aimbot hero: Is that the game your GM is running?