But I'll add this, it's especially uninteresting to hear comparisons between gamedev and webdev. The goals and constraints are totally different.
Of course you're going to see a thousand very similar frameworks and a million similar npm packages, and of course none of them are going to be incredibly optimized or performant in the way a video game would be. That's not the goal. The intent is to ship things quickly and iterate on what you've shipped as necessary, so that you can test the value prop and your assumptions in the real world quickly.
It's completely opposed to how video games are engineered, which are delivered in (if not a shrinkwrapped box) individual major releases that might come once a quarter or even year. Video games have to meet strict 60fps performance targets, they often push the boundaries of the platforms they're built on.
So what's with all the fake shock? Why do we pretend to be surprised that the output and the process is different when the goals are different?
Get real. None of this performative whining from up on some pedestal helps anyone, except those who are so insecure about their engineering ability that they need validation from some imagined authority.