Further, I've been on servers where you could rush to max level and when that was an option that's exactly what people would do - They wouldn't engage in any serious roleplay until they hit that maximum level, and at that point they had no way to distinguish themselves outside of their mechanical builds. You wound up with a bunch of superpowered blank slates nobody had ever heard of who were effectively equal to the legendary heroes of the realm in mechanical combat because they were all the same level and you couldn't go any higher; there was nothing to distinguish those legendary heroes from a random character someone made a month ago as a joke. As a roleplayer? That sucks. It's difficult to interact with a character who either doesn't have a story at all because they've never had the time to develop it or a character that's basically finished their story already and has no need or means to progress beyond the concept the player already had in their mind. There was no need to grow and evolve the character's mindset and attitude, so they didn't, and the characters had no accomplishments to their name, but that didn't matter. And people who did choose to take the slow path and not level up to the maximum right away? They got left in the dust and most often ignored because everyone was expected to rush to the maximum.
This is a conflation; mechanical competency and 'legendary status' are not the same thing. On servers where you reach max level quickly, you distinguish yourself strictly through your roleplay. Or, put another way, if the only thing a character has going for her is a personally favorable level discrepancy, the player has necessarily failed to make that character interesting.
On conventional RP servers, of which CD is an example, it seems that there's a subset of people who unfortunately rely on 'time spent logged in' and 'proximity to DM attention' as indications of roleplay merit. Not the case, never has been the case. More obvious on places where these things are flattened or otherwise irrelevant.