Exactly. Freemium is an attempt to maximize revenue given the following parameters: 1) 99% of the population won't pay more than $0.99 for a game, regardless of its quality; 2) 1% of the population will pay a fuckton.
So what do you do within those parameters? You try to make a game that relies on #2 to subsidize #1. The alternatives? Release totally free games (where's the business model?). Release ad-supported games (everyone hates ads!). Release games on a flat subscription model. Or accept that the whales are your actual paying customer base, and make games explicitly for them.
By and large, the mobile gaming industry has concluded that the latter approach is the optimal way to run a profitable business. The result is the shitty, manipulative, cookie-cutter approach to game design that has become so dominant today. But unless and until some of the 99% of us decide that games are worth paying for upfront, this seems to be the world we're stuck in.