I wonder if Intel are about to have deep pockets?
You can use accelerated lighting even in a 2D game, but I'm unclear on what casual games would be using ray-tracing for. Have a particular vision of the future you'd like to share?
Indies and less realistic or more "casual" games may not bother with it, just as many of them don't bother with things like parallax mapping and some don't even bother to use textures at all. The features are there and easy to use but developers opt in and out of the different rendering options based on their artistic styling.
There was no pressing need to replace your 2D card, and in fact you might actively dread it (drivers were finicky back then—replacing your 2D card was signing up for a process not dissimilar to that of building a Hackintosh today.) And computers back then had a lot of room and a lot of spare PCI slots. So why not buy a separate card just for 3D, leaving your existing 2D card intact? Smaller change to worry about.
Hmm, certainly in the 80s and maybe very early 90s but by the time Voodoo cards came along things were much better. Still not up to the "plug and play" level of today, however.
For those who weren't around during the first wave of hardware 3D acceleration (circa 90s), there was a huge amount of "X brand only accelerates this and that game."
Nowadays, with DirectX and OpenGL (somewhat) winning the API war, a GPU is a GPU for all games.
It seems entirely reasonable raytracing hardware and game support follow the same path. Supported in some hardware, supported in some games. If the market likes it, over time we see fewer and fewer games that don't use it.
* Caveat: Things are a little different this time since DirectX 12 supports Ray tracing today, as far as I can tell. And Microsoft doesn't really care who wins between Nvida and AMD (aside from keeping suppliers in competitive bidding for XBox GPUs).