It is important to not conflate POSIX requirements with expected behavior, especially for device files which require very specific knowledge of their implementation to use (DRM ioctl's and resources anyone?).
You might think that as a well-behaved game should not be opening/closing evdev fds during gameplay at all, this is clearly just an application bug. However, games are not the main user of evdev devices, your display server is! This bug causes input device closure during session switching (e.g. VT switching) to take abnormally long - on the machine I discovered the bug on, it ends up adding over a second to the session switch time, significantly impacting responsiveness.
This is absolutely a kernel bug. I did not push the patch further as I had other priorities, and testing this kind of patch is quite time-consuming when it only reproduces in a measurable way on single physical machine. Other machines end up with a much shorter synchronize_rcu wait and often have many fewer input devices, explaining why the issue was not discovered/fixed earlier.
call_rcu is intended to be used wherever you do not want the writer to block, while alternative fixes involve synchronize_rcu_expedited (very fast but expensive), identifying if the long synchronize_rcu wait is itself a bug that could be fixed (might be correct), or possibly refactoring evdev (which is quite a simple device file).
As for putting things in threads, I would consider it a huge hack to move open/close. Threads are not and will never be mandatory to have great responsiveness.