And yet despite all the technology having been built and stable the trend in media has been overwhelmingly towards centralisation e.g. Spotify, Netflix and an all you can eat model.
It's because ultimately users care about the experience above all else.
Companies make weird decisions all the time, like MS killing Skype's p2p system which destroyed the whole app. Quoting mobile as the reason when there was no reason the PC/Mac clients couldn't continue on.
Even laptops probably contributed. A lot of people are going to be using laptops on the go and connected to mobile hotspots. You'd be pissed off if a game client used all of your battery and data cap in the background. Even the p2p of Skype was a pain, you had to carefully coordinate the transfer of large files. You both had to stay online and manually restart them. While now the central server holds it and it’s way more convenient.
Edit: I just remembered that windows lets you opt in to p2p updates but that's the only thing I can think of.
CGNAT could be another explanation.
I still don't see why you wouldn't try and have p2p as a back channel that's attempted. If it can increase deployment speeds and improve user experience then its a huge plus.
Think of any software updates at schools or Steam updates in a block of units. Most consoles and PC games still spend too much time with loading bars pulling 20 Gb updates.
And that’s where p2p died. CDNs got really really fast and the user benefit reduced to nothing while the possible disruption from seeding large files remained. Especially as consumer upload isn’t that great so any uploading can disrupt online games.
Which is why torrents has really fallen away in favour of fast CDNs.
(More stridently: even as "failures," both XMPP and BitTorrent have probably been significantly better for the world, on net, than blockchain projects have been.)