This answer is more of less just an expansion to DMGregory's excellent analysis, but I'd approach the topic from the opposite direction:
What does a level-up mean in your game?
You sadly provide very few information to even just the general type of game you're talking about, and that makes a HUGE difference.
For example, the Battlefields and Call of Duty's (as well as most PvP focused FPS) have a levelling system where after the initial 30-ish, the impact of another level-up is mechanically irrelevant. This means that you can let the players level up often and without a limit, the sole consideration for pacing being how often you want that extra reward drop (both item wise but also symbolic). This also allows for a Prestige mechanic, which is basically a meta-levelling system built on top of the regular progression, where what used to be level now basically become XP steps.
At the absolute contrast to that is Dungeons & Dragons with it's PC incarnation of Baldurs Gate 3 capping levelling at a mere 12, with every single level-up having a significant mechanical impact and the mere act of levelling up being a gameplay experience in itself which players can meaningfully spend hours on (in total) pondering over the different options and their implications. This is necessitated by the fact that DnD levels scale exponentially in power so you can only give out so few before you'd need to be fighting gods to keep it interesting, as well as enemies not levelling alongside you, which means that handing out too many levels to quickly (even just one or two) can make the game boringly easy. Exponential XP requirements help here because even killing all enemies in the first area will not overlevel you completely (it will make the game quite easy, but still within reason). Equally impactful are (early) levels in League of Legends. While BG3 levels can take hours, an entire League game rarely amounts to one, so levels have to come in a matter of minutes.
Skyrim "solved" the issue of over/underlevelling by having enemy scaling, which in return massively devalues level-ups and sometimes makes them a detriment to how the game plays, so despite the levels having a far greater mechanical impact than in Battlefield, there's similarily little pressure to gatekeep them.
Enshrouded (though still Early Access with balancing issues) devalued levelling in a different way: You do get meaningful skill points that do boost your damage significantly, BUT the a major part of power progression comes from your gear, which is technically not level-gated in any way and enemies (and more importantly their loot drops) don't scale with you but with the area. [This is also the case in Baldurs Gate 3 but in Enshrouded the relative impact of gear over levels is far greater]
So first you need to make a decision how important levels are going to be.
If you want meaningful levels
you then decide where you want the player to have what level and within which tolerance & up to what limit. Then you see what potentially xp-rewarding action you roughly expect your player to have up to each point, accounting for possible grind or skipping of optional sections / parts. Then you pick arbitrary (nice looking) numbers for the most vital few points, trying to draw a somewhat exponential curve through them. Then you distribute the necessary XP among the stuff that happens in between the last point and the next,If you want to reduce possible variation in levels by a certain point, increase the exponentiality of the curve before it as well as providing a significant amount of unavoidable XP right before it (for example by adding a mini-boss, rewarding a story-quest resolution etc. to reduce the relative impact of grind (or skipping thereof). Btw.: counter-intuitively, it doesn't really have to be a curve. Make it a squiggle if that fits your game progression nicely (which you can combine by having more and less impactful level-ups, like level 6 in League of Legends being far more impactful than 5 or 7, or RPGs having im- or explicit level requirements for power-spike features). If you don't want to meddle with XP progression but still want to give optional rewards, use gear or consumables. XP given once gives a (decreasing but still) permanent power boost, but a nice piece of gear will eventually be outclassed by the next find, meaning that that optional boost can be far stronger (e.g. feel better) without messing with the rest of the game balance.
If you don't want meaningful levels:
Ideally use large-scale data gathering from beta-testers. Start linearly-ish (slightly exponential is always expected) and adjust as feels right. Or if you have the data: as player engagement requires it. Because all your level-up system is here is a small, easily adjustable dopamine boost.
As for concrete numbers in both variants: use what fits your game. Some jRPGs are known for insanely inflated numbers and getting 10xp when you literally dealt 3 billion damage that fight feels wrong. On the other hand, getting a thousand early on when your dagger deals 7 feels out of place too (though xp going into the hundreds is rarely out of place, even BG3 with damage barely hitting double digits for a good while has 300xp rewards on minor fights). There's a whole lot of psychology behind adding technically meaningless zeroes to numbers but that's a different discussion (where I just know that it has a surprisingly large impact)