Sure, except there has only been 4 guys to do it since the Madden Era, which if you're getting realistic season stats shouldn't be occurring enough to really matter in terms of progression. There's only been 19 rushing seasons in the NFL that went over 1800 yards. It would be exceedingly rare that a player with a 73 OVR would go off over 1800 yards when simulated by the computer. Typically it is the human player creating these data points.
A human player can abuse the system so much it'd be near impossible to favor a performance system. For example, I can change my franchise settings one week to play a rookie level, 15 min, no accelerated clock game and rack up an insane amount of stats. Any performance related system (to be accurate) would have to take into account for those changes and adjust for them appropriately. Since progression is yearly it'd actually have to track what the time settings were for each game and adjust accordingly, not to mention there's really no way for it to adjust according to difficulty level (in terms of progression) across play levels or between payers who try to play the game in a realistic manner or those who run the ball 100 times with a RB and use the CPU's bad pursuit angles against it.
There's always a way to break performance progression on a local level to the point where you could make nearly every offensive skill player a 97+the following season (if we're basing it off of stats similar to 2000 = 97+). The problem of multiple game settings/customizations causes considerable harm to even partial performance progression systems, the sim engine has little to no way to adjust to your settings compared to the computer sim engine, resulting in the problems last gen with defensive players not registering enough tackles and not progressing as well as the CPU players at the same positions.