But from that superficial understanding I assume it has to do with control:
In a game you control the rendering/layout logic more specifically. Not every element has to follow all the rules, they need to follow certain rules, scoped to their use case.
With CSS we only have high level control _and_ a predefined data structure that may or may not make sense for specific cases (DOM tree), so each rendering node has to respect _all_ the features, plus _all_ these dependencies are propagated across the whole tree, whether it makes sense or not for a given use case.
If we had more generic, less abstract control, we would not have the same problems. Maybe there is merit in exposing more control to web developers.
I have made a super fast spreadsheet-like component called DataGridXL, based on DOM, not canvas. A performant One Million Cells demo can be found here: https://www.datagridxl.com/demos/one-million-cells
Have thousands of physics entities in a game interacting with each other and see how it goes. That's why we see things like "millions of falling ducks" as an impressive demo or benchmark for 3D programs/engines.
The browser struggles to display even a few hundred elements. You can't even animate something efficiently if that touches even the smallest part of a layout.
So yes. There's a difference between the two. The browser at the core is a system for rendering a page of text and a few images. It's unbelievably inefficient for almost literally everything else.
I have managed to create the fastest Javascript Data Grid out there by not working with indivual <td> or <div> nodes for cells, but by using a neat CSS style: this only needs one dom node per COLUMN, not per cell.
The downside is that the product does not support multi-line rows.
Here's a performant demo of One Million Cells: https://www.datagridxl.com/demos/one-million-cells.