Look at a topographical map of a landscape and note the contour lines. As you zoom into the contour lines (if they're detailed enough), they'll start to look more and more like parallel lines, densely spaced for a steep slope, or sparsely spaced for a mild slope. These parallel lines are the gradient.
A gradient and a vector 'fit together' to give a real number. The more parallel lines the vector pierces, the bigger the number [0]. So a gradient 'eats' a vector, spitting out a real number, and vice-versa. Just like a row vector 'eats' a column vector and spits out a real number.
I'm saying 'gradient' here, but really what I mean is 'one-form'. Language deliberately imprecise for all y'all mathematicians out there.
[0] https://neutronstars.utk.edu/class/p616_s19/lect3/index.html...
Would really like to have that free time to delve and be able to suggest the alternative formulation myself.
And, or course, the vector you get from a cross product only has 3 degrees of freedom because we live in a 3D world. The cross product of two 2D vectors is a scalar, the cross product of two 4D vectors needs 6 numbers to describe it. Even in 3D, if you reflect the original vectors in a mirror, the cross product now points the opposite direction, i.e. it depends on the handednes of the coordinate system.