If there's no real reason to set it in a made-up world, it's probably easier to stick to the real one - or an alt-real one.
Worldbuilding isn't your easy way out. As you yourself said, you have to invent pretty much everything yourself, from scratch. History, cultures, politics, flora and fauna, geography, magic rules (if there's magic), religions... You not only have to create what the reader sees, but you have to work beyond the frame of the canvas to be sure everything at least makes sense on its own terms. Granted, you can handwave some things away with "it's another world," but if you're flying around in airships with cannons one minute and someone turns up in a jet fighter with an atomic bomb for the climax, you're gonna have some serious explaining to do. It's only worth the time and effort if you really want to explore your made-up world. Otherwise, reality's easier to research. (And you don't have to go overboard on your real-world research, either. As a reader, I don't know, nor do I care, about the average annual rainfall in the Amazon basin in the 1970's. If I'm reading a technothriller or a rom-com road trip, I don't need to know about it - I'm more concerned about mainframe security protocols or the distance between New York City and Las Vegas. Like creating a made-up world, focus on what the reader sees in the frame, and just poke beyond the edges enough to make sure everything feels solid.)
I create my own worlds more often than not, but my worlds always have some bearing on the plot. For instance, one world in a WIP has been deeply damaged by an ongoing conflict between faeries and humans; the MC's a part-faerie who gets drawn into that conflict. Maybe I could've put it on an Earth that just happened to have faeries, but it wouldn't be the same story, and the MC wouldn't be the same person.