What I'm trying to say is that the options in challenging non-microtransaction games are: ragequit or preserve. Adding microtransactions changes the equation fundamentally to ragequit, persevere, or buy your way through.
Yes, some of the people who would have quit previously will buy their way through. Others will persevere and spend no money. And then there are the people who would have persisted in the past, but will now choose to buy their way through.
The people that I'm focusing in the last group. Maybe that group is tiny and doesn't matter, I do not know. But for those people, offering a real money way to cheat fundamentally changes the game experience.
True, the analogy isn't perfect. But I think you get my point.
Interesting times.