Qt/QML abstracts over a ton of platforms, lets you write UI code in JavaScript, is extremely easy to pick up, has a WYSIWYG drag-n-drop editor and consumes a small fraction of the resources Electron does.
The overuse of Electron is not because everything else is impossibly hard; it's just old-school fashion-driven development.
Doom and Half life were at their core exceptionally optimized C.
Anyway, you're root argument is still somewhat valid: Half Life was working with some really tiny constraints compared to modern machines, and did amazing things within those limits. Modern apps, were they coded to the same level of optimization as Half Life, should be much, much smaller and more efficient than they are. But as it turns out, the human cost of developing video game software is high, and the one area where Electron truly succeeds is in its ease of use. By driving development costs down for non-game apps, it balances out its high resource usage, and to a company producing software, that's enticing. I think that's awful (and would prefer to run optimized software personally) but the industry seems to disagree with me.
Their user do absolutely care about UI/UX. If you're going to implement it native without all the "free" things you get from the web stack, and its popularity, the UI is most likely going to suffer.
Most of the web is a usability nightmare.
Compared to the web stack, it packs much more free things relevant to desktop development. The examples of such things are animations, composition, data binding, pixel shader effects, and vector graphics.
Also WPF renderer is based on Direct3D, I would expect better performance.
Then for gods sake make it lean. Set a resource budget and stick to it. Don't assume your product is a special snowflake that your users will want to waste resources on.
The easiest way is usually to just use a native toolchain and UI. Your users don't care how easy it is to find js devs.