Devs were like gamer's most awesome friends that made games with passion (at least they thought they were - it's a business for gaining money)
Well, to make games is very hard and often painful, requires a lot of passion and sacrifice, even for games that almost nobody plays or like (or get cancelled).
Most people in the industry, particularly programmers, could work in several other places getting a better salary and way less headaches.
A separate thing is the fact devs have to pay bills, don't want their company/studio go bankrupt and has to bring back the huge amount money somebody else paid for the game (investor, publisher, HQ...) so try to play it safe by doing what somebody told them works in the market.
I disagree with you on a hell of a lot but this is absolutely accurate. The state of this industry is due to too many people being involved in the business of making games who don't give a good goddamn about games. Can you imagine if someone said they wanted to work in the film industry but they didn't care for films? You, your mom, your boss at work, and everyone you know would say that's fuckin ludicrous and that they have absolutely no chance of making a competent film if they don't truly love movies. In the AAA games industry, we give people who don't love games jobs as producers, writers, and artists, and then we wonder why modern games are just more shit every year.
This shit ain't rocket science....
To make games (specially big or very successful ones) isn't rocket science, it's more difficult and complex.
And well, to make games involves a ton of different jobs split in many divisions and roles and many of them aren't needed to be passionate about games.
The marketing guy whose decision is how to spread the ads budget between Google Ads and other channels like Facebok, Twitter and son depending on how the prices are today and how the conversion was in previous campaigns, or choosing the right text description for SEO/ASO. The finances guy whose decision is if to put a cost under this or that to save taxes or to apply for whatever government help etc. The producer who has to make sure everybody is doing their tasks and doesn't get stuck or fight each other and reach the next sprint/milestone in time with the quality needed. The voice actor who just needs to tell some sentences somebody else wrote. The tester who has to hit with the head 30 times a wall in different positions to verify that a collision bug was fixed. The programmer who is told to make a small part of code that does something specific to work as a little part of something else bigger. The artist who is told to model, texture, rig or animate (frequently only one of these parts) a character following the art style guidelines and the artwork made by the character designer.
And so on. In fact, most of the people who work in a game. What is important for all of these is if they are good doing these jobs or not, which are pretty much the same that they'd do in that job position for other industries. And to do so they aren't required to be passionate about games, even if most always are.
Even if it's imporatant to have everyone doing a good job in their area, the ones who are really needed to be passionate about games are the game / creative / art / tech / design / audio directors and leads, because are the ones who will take the decisions that really matter and will overview the other ones under them.