I think the most interesting tension in those setups isn't about fighting godlike enemies, it's about social and existential isolation. When you're a walking nuke in a world balanced for level 30 adventurers, the basic premise of conflict falls apart. You can't have a standard adventure because nothing poses a threat, and you can't show off your power without causing a geopolitical crisis or being worshipped as a deity.
It forces the narrative to become a character study or a comedy of manners. The conflict shifts inward: dealing with the boredom of being overpowered, the loneliness of having no peers, and the constant, low-grade fear of breaking the world by accident. I've seen a few stories that handle this well, where the MC has to learn micro-control to perform simple tasks like shaking hands without pulverizing someone's bones. The real challenge becomes managing relationships with fragile people and institutions, navigating a society you can obliterate with a stray thought.
It also pushes the story toward slice-of-life or bureaucratic satire. The protagonist might end up running a cafe or working a desk job at the adventurer's guild, not for survival, but to maintain a semblance of normalcy and human connection. The drama comes from hiding their nature, not unleashing it.