But that is exactly what you do when going after performance in game development, even in C and C++, and it isn't less ugly by using those languages instead of Java.
There is an EA available for Valhalla and there is now the roadmap to incrementally bring such features into the platform. Java 14 has a new native memory support as experimental and it might reach stable already by 15.
https://jdk.java.net/valhalla/
https://cr.openjdk.java.net/~briangoetz/valhalla/sov/01-back...
https://openjdk.java.net/jeps/370
The problem why it is taking so long is engineering effort to keep ABI compatibility, namely how to keep 20 year old jars running in a post Valhala world, while at the same time migrate value like classes into real value types.
Java's biggest mistake, from my point of view, was to ignore the GC enabled systems languages that had value types, non traced references, and AOT compilation from the get go, then again I guess no one on the team imagined that 25 years later the language would be one of the choices in enterprise computing.
Back to Minecraft, the game isn't Crysis or Fortnight in hardware requirements, so a language like Java is quite alright for such game, what isn't alright is what the new development team apparently lacking experience eventually ended up doing to the game engine.
If one is to believe a couple of posts like the one I referred to.