Where to begin with the rampant individualism here...
Games used to be refuge for people away from (among other things) gambling, away from problematic habits. Now many gamers barely have a choice and can no longer use this medium as a relatively exploitation-free form of recreation. If you're into sports games at all, along with FPS games and a host of other genres, you're funnelled into microtransaction-heavy, lootbox-laden modes. "jUsT cHoOsE tO dO sOmEtHiNg ElSe" is a line as bereft of compassion as it is sense.
People deserve better. As do children btw, introduced to these exploitative game mechanics and revenue models without having anything like an informed understanding of the risks. Because they're children.
As for your catastrophising examples: no, we shouldn't ban alcohol, but we should be careful about who we sell it to – e.g., not to children, and not in pubs and shops to very drunk people (note: these prohibitions already exist, crazy isn't it?). We shouldn't "ban movies or music", but we do have a ratings system to stop children seeing stuff that isn't appropriate for them (while we sell gambling to children through games).
The analogy is off though – the relevant idea here is not that of a theme or element in games which inspires bad behaviour (always a dubious claim in the case of film anyway); it's rather that the game itself is the mechanism of exploit: it directly facilitates the problematic behaviour and transacts it. Kind of like a film that only let you watch more of it if you committed violence against strangers. That would be a better comparison. And yeah, in which case: ban that.
I didn't say that they cared not at all for their product. The quality of their product often does take a nosedive or isn't top of the list of concerns for games that are raking in money through lootboxes and other predatory microtransactions though. The list is a long one of games that even pretty recently released buggy and shit, and the pressures to release early and crunch reflect problems in the industry that go beyond its predatory monetisation models. And yeah, some buck the trend in terms of the kind of game (Cyberpunk e.g.) here, but a substantial majority are GaaS: frontloaded with MTX before solid content, because they know they can generate revenue while fixing stuff on the fly, even rebranding their stability improvements, bugfixes, and completing missing parts as new milestones on the "roadmap".