The thing is, everyone playing those games
knows that they're being ranked on how much time they (can) spend on the game. It's part of the social contract of the game. This is why I would dispute saying it's "uneven." Every game ranks people somehow; some people prefer to be ranked given different criteria than others.
- A skill-based game shakes out as a ranking based on skill, so players with high technical aptitude for these sorts of games enjoy participating in skill-based game communities.
- A grind-fest game shakes out as a ranking based on "temporal capital", so people who have a lot of time (and perhaps not a high capacity for skill) enjoy participating in the grind.
- A pay-to-win game, finally, shakes out as a ranking based on, well, money. People who have a lot of money (and perhaps not a high capacity for skill, or time to invest) enjoy paying to win. (I met a "whale" for one of these games, an oil tycoon from a middle-eastern country; he was very happy to be able to basically play a game of fiscal chicken against his tycoon friends/rivals, using the game to prove who was willing to waste more money to get what they want.)
These three game "classes" are each totally sensible on their own, for the players who want to play them. The danger comes almost entirely in trying to sell one class of game as if it were another class, or trying to mix classes of players within a single game.