I remember years ago when I still worked in the AAA industry and micro-transactions as a concept was a new thing. A lot of studios back then were really keen on adding micro-transactions for (essentially) cheats - ie ammunition refill, better weapons, extra re-spawns, and even outright skipping parts of a game. And mind you this wasn't a "evil publisher suits" thing, a lot of game designers were completely infatuated with this idea. Due to the outcry when "pay for ammo" was added to some space shooter (the title escapes me) a lot of studios/designers dropped their plans for this. But I always got the feeling this was to avoid backlash, not because they felt the idea itself had been invalidated. Seeing the concept gradually creeping into a lot of games confirms this.
I think this is the result of having game designers who don't actually like playing the games, but who are in this (as consumers and as creators) for the aesthetics and story. Not that there is anything wrong with enjoying games in this way, it just creates some problems when they have to design games that are also fun for the "core" gamers, who place a much higher value on the actual gameplay and level of challenge. Being able to buy cheats (or even getting them as a pre-order/CE bonus) negatively impacts the integrity of game-play for this group, and the "non-core" game designers find this difficult to understand.
TL;DR: There are game designers who think paying for cheats is good design, which will not only bring in more revenue, but also make the game better.