For a hobby game earning 1800 yearly in profited is
a lot.
Not even speaking about you having to put it up upfront and every year (I'm not sure if it's every year you still maintain or sell the game).
I mean typical prices for mini hobby games are 5-10 at most 20, if we go with 10 it means you would need to have already had 180 customers before publishing on a game console which is you only target e.g. the PlayStation is a problem.
And sure that might not sound like much, but we are speaking about small hobby projects of often young people, potentially worried about how to pay their student loans or teen not yet earning money.
And sure they probably will target Steam first.
And sure in the sells aspects this doesn't matter for EA, but it will make more young people use different things for their first games.
It's not about weather it is expensive, it's about it feeling expensive for the next generation.
Furthermore when it doesn't matter from a sells perspective why increase the burden? Why not just reducing the "less expensive" limit from 200k revenue to 80k or so?