This wasn't always the case -- there was a considerable amount of resistance to the idea that choice-based games were equivalent to parser IF in the community as recently as 10 years ago.
There were a few related factors that led to the current state, where if anything parser IF is more on the margins than choice-based IF.
The first is that choice-based IF is far, far easier to write, debug, and release than parser-based IF. The barrier to entry is _much_ lower.
Because of this, the diversity of authors participating in the IF scene expanded quite a bit. Parser-based IF skewed really heavily toward the programmer demographic. Twine and other choice-based options brought in a lot of LGBTQ and minority authors who wanted to tell their stories but didn't have the programming background to do so with a parser-based engine.
Twine and other choice-based engines were designed web-first. They incorporated graphics and other visual features enabled by the browser environment while parser-based engines were still effectively stuck in VT-100 emulation mode.
Finally, choice-based IF is also often better at simulating interpersonal interaction and conversation than parser-based IF.
Parser-based IF stagnated for quite a while. Graham Nelson's Inform 7 programming language was a work of staggering genius, but it was a closed-source one man show for a very long time and didn't update to keep pace with what the choice-based engines were doing.
Inform 7 has just recently been open-sourced, with a rearchitected pipeline that should allow for some interesting integrations and enhancements. It will be interesting to see whether there's still sufficient interest around the tool such that the community brings it into the modern era. I certainly hope there is!