I think everyone has an intuitive understanding of what makes a card strong, but it's much more difficult to put it in a formula. Here are some ways to determine card strength and reasons why they don't work:
1. How often (top?) players gain the card
This doesn't take into account a scenario in which nobody gains the card, but it makes an impact by merely being present in the kingdom (e.g. Salt the Earth). It also doesn't take into account a scenario in which a card is only very slightly weaker than many other similar cards (e.g. Walled Village), in which case the card in question is not gained in many kingdoms because a slightly stronger card is gained instead. It also can't tell the difference between a low-impact card that you buy almost every time because it has a low opportunity cost (e.g. Pearl Diver) and a card that you buy almost every time because it has a huge impact (e.g. Goons).
2. How often do (top?) players win with the card vs. without the card
When a card is very strong, top players might have a very high win rate without the card because the weaker opponent will buy the card every time, whereas the top player is better able to consider the rare situation in which the card is not worth buying. The reverse is true for very weak cards. On the other hand, if we consider the entire player base instead of just top players, strong cards that don't have a high skill requirement (e.g. Rebuild) will appear higher while strong cards that do have a high skill requirement (e.g. Bridge) will appear lower. Much like 1), this does not take into account cards that can make an impact by being present even if nobody buys them.
3. If two top players of similar strength play a match where they are and aren't allowed to gain a card, respectively, how big of an advantage will the former have
This addresses all of the previous problems, but introduces a new one: the player who is allowed to buy the card has access to the knowledge that the other player will surely not buy it, which gives them an inherent advantage, partially independently of the card's strength. This also makes self-synergistic cards seem stronger than they really are. In the case of a real match between two real players, as opposed to a thought experiment, it also has the problems that six games is a very low sample size which can result in kingdoms or shuffles favoring one player over the other, and the players might not be giving their best performance at the time of the match even if they are very closely ranked.
Personally, I think that given how difficult it is to objectively measure a card's strength, it might be more important to talk about when to buy the card, and when to consider the card for your kingdom analysis as separate things. How big of an impact it makes in both cases is not so important. For example, Pearl Diver isn't really a very "strong" card, but you can buy it whenever there's nothing better to do, and due to its low cost and spammability, it can make pileout endings easier which is something that you should consider during kingdom analysis. It doesn't make a very big impact in either case, but you're not going to have the thought process "oh Pearl Diver only helps me a tiny little bit here, I guess I'm not going to buy it".
What do you think? Are there any other ways of measuring card strength that actually work?