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This is certainly true for duels. But it won't work in offline mode. Rapid development and capturing mines, key locations, etc., within a limited time frame isn't ideal. This kind of development implies perfect knowledge of the map, the faction, extensive experience with heroes, and knowledge of all units, factions, and classes in this mod, etc. In short, all newcomers, those who prefer a slower pace, and those who enjoy playing defensively will simply be unable to play. I think this forced acceleration is unnecessary, at least for offline play against the AI. It's better to focus on the quantity/quality/prices of buildings and recruitment, or on certain tactical elements and unique features of each faction – this would provide extremely flexible gameplay with a huge number of diverse tactics without artificial stimulation from external factors, and leave the pace of development and other nuances up to the player's choice.
Easy = 1 (neutrals don't grow, suitable for learning the game)
Normal = 1.2 (neutrals grow, suitable for a leisurely playthrough in the spirit of classic Heroes)
Hard = 1.4 (neutrals grow quickly, a challenging mode for experienced players)
Very Hard (Hardcore) = 2 (neutrals grow unrealistically quickly, for champions)
In my opinion, it's all logical: a player who plays slowly (inefficiently) should choose easier levels, as they play less effectively.