Note that you shouldn't use Growth for ogres! This is one of those 4th ed. things that have been changed.
The truth is that we should look at what NCM is...
Is it the ceiling of human maxima (so is it an instrument to define how a top-human is made and why it's so rare) or is it a a campaign balancer? Probably the second, perhaps both.
First we have to thank the gods because the cost for the attributes is linear... Now think if the cost had been non-linear (1 point from 10 to 11, 2 from 11 to 12, 3 from 12 to 13 for example). Now think how many ways to "optimize" attribute we would have... I buy a ring that gives me a +1 STR, a pair of boots that gives me a +1 STR, I have +1 STR because I'm from a beautiful race, and a +1 STR because my father was blessed... And I buy these 4x+1 separately, because I'm a munchkin! Now... At least we only have the problem of NCM!
NCM works very well in a human-centered nonmagical world, or in a human-centered low power fantasy setting, where you can't buy attributes as powers (or at least they are very very very rare) where everyone has the same potential. In this genre NCM is both a campaign balancer and a human ceiling.
In a standard Fantasy Setting it's only a play balancer.
In a high-powered Fantasy Setting it's a false play balancer (you think that you gain play balance, but you aren't gaining anything, because players have learned that they can buy attributes as powers and then they can tell you a very beautiful history of faeries and ents)