The goal for Idle has always been passing time for as long as it's fun.
News flash: WZC's only point is passing time as well. In fact - as long as you aren't a professional e-sports player - every game's sole purpose is make time pass (while ideally transferring enough money to the game's makers to create the next sink for your leisure time). And that's not inherently a bad thing.
Still, does super-ascending keep up with the "as long as it's fun"? Did the addition of the super-ascend feature extend the phase where playing is fun? And for how long? As I said in my previous statement, for idle existed a (rather) clear indication when players might not get anything more for their time, aka. at some point the only reason to collect more APs was to boost your mine productions. If someone got this far, it was clear that the game effectively was played to its maximum. Now, there is no such indication anymore (hence no real objective for players) and therefore I can totally understand if players don't see a reason to super-ascend (or super-ascend another dozen times). (Even some veteran players were unhappy to see the formerly permanent rewards being now temporary like so many things already were before. Therefore, you could argue that for some players the introduction of super-ascension alone reduced their fun-level.)
But I guess that's enough off-topic discussion from me in this thread.