oh i definitely like to give you puzzles where you can play with a thing. i just don't want to break mechanics down... microscopically
i think maybe i'm giving the wrong impression here? and maybe it's because most indie puzzlers are ultimately based in a grid, and a big part of them is navigating the grid, and there are a great many discrete individual puzzles that are each in their own grid, and the grid is the whole thing, and understanding how to solve the puzzles is an extremely incremental process...
but fox flux is a platformer, where there are necessarily always multiple things going on (even jumping is relatively complicated, compared to a grid), and where there are multiple puzzles woven together in a larger level. so even a single instance of a mechanic already gives you a lot of ways to play with it and see how it works. like, the first time i give you a box, you can already try dropping it in a bunch of different places — places that are part of a puzzle, and places that aren't. baba level 1 is big but it's still ultimately about exactly one thing. and actually one of my minor gripes with baba's endgame is that there really aren't a lot of places where you can easily experiment with advanced mechanics, because they get introduced in very compact puzzles that force you to do them and only work in one way
so a big part of why i don't feel the need to do a lot of explicit ramping is probably that the player can do it themselves anyway. if i give you a single moving platform then it's not like you can do 1 thing with it and Puzzle Solved; you can ride it forwards, backwards, jump onto it from below, jump off it onto something above, etc. i don't need to give you a whole separate puzzle for each of those things because they are all obvious ways to mess with a platform anyway and they will all naturally come up on their own without needing to be framed as a tutorial puzzle