Who creates a game but does not give you access to the bank right away?
... probably game-design veterans who know some shit about player psychology. If
all games don't give you access to some feature at the start, but hold it off for later, then it's most likely because doing so is a proven player-retention technique, and player retention is generally better for everyone, even if it means some immediate gratification is lost. e.g. if new characters can access banks right away (e.g. for loans or to shovel money into secret accounts) then you might get multis spawned just to exploit any quirks in the banking system, which then undermines the trust in the system.
Game content
should be dribbled out. It avoids overloading you with choices, it allows you to linearly experience more of the content and if done well, provides new content and options as you reach milestones that show you're done with previous content. e.g. you start out doing basic quests with basic gear, then you're allowed to join a guild, and then that opens up new gameplay options and roles (you become a mentor for new players). It's how you make it so the game
evolves for each new player, and builds a community, while avoiding the game staying too samey: your abilities and role change progress over time.
"do anything" and "do nothing" aren't so far apart. When you can do literally anything, nothing has that much meaning. It's like being Q from Star Trek: The Next Generation instead of being Captain Picard. Sure, Q can do more, but being Picard has more
meaning precisely because Picard has limitations. Being Q would get boring, fast. That's why there's no "Q Adventures" spin-off series. Q is only good in small doses.
Things that you can't do, that require effort or are locked, those are things people find appealing. Of course, people also bitch about things being locked. But if they weren't locked in the first place, people probably wouldn't give a flying fuck about them anyway. Human nature.