We show numbers, so I have no dog in the fight, really.
I've seen players spend weeks data collecting/crunching to best min/max their characters, so I have no doubt that a handful will spend a long, long time doing so in testing weapons.
I guess the overall question is more of a matter of does one make design choices to offset or take into account a small minority of players that will use every tool available to gain an advantage over others that lack the skill or tools available.
That said, though, if a game were to hide their numbers (and even if said numbers are shown), I would argue that same game should also have the majority of weapons able to be identified, on sight (or with an 'examine') how it generally compares to another weapon of the same weapon class. Case in point, establish whether a bronze sword is better than an iron sword, and keep that consistent across your game. I've been on way too many games where material and other similar descriptive nature of a blade is super inconsistent. I've ran across iron and probably even wooden swords that did more damage than a mythril or titanium sword, and it wasn't that the iron or wooden swords were exceptional, they were mundane in every other manner aside from just being higher level.
Then you just have the special or quest weapons being matter of "is one better than the other."