MacOS might have bugs due to neglect, bad priorties, too fast deprecations, etc.
But all the extra restrictions (notarization, sandboxing, dropping 32-bits, etc) are in the right direction for a consumer platform (i.e. not for devs), for making the computers easier and more secure, like appliances that just do what you bought them for. And they will be part of any/all platforms going forward (including Windows, and new platforms like Fucscia).
As for Linux, it exists for 2.5 decades, it has been free since forever, it's still not adopted by the masses. It's not in the direction that most want.
I'm arguing against your comment: "You surely can’t be oblivious to how this has been a process of boiling the frog slowly — almost certainly they will eventually be permanent-blocked like on iOS".
And I'm saying that this is a good thing in some ways (whereas "boiling the frog slowly" doesn't just point to the graduality of the process, but also implies it's bad).
I don't disagree on the graduality or that we will "eventually see it evaporate" (it being various current more open abilities).
*Games I worked on: https://livegame.show/play/ride_v3 | https://livegame.show/play/pewpew_v6 | https://livegame.show/play/bubbleshooter3
I will say though, Apple does seem to almost purposefully hold back the web on iOS. I suppose this makes native iOS apps, which must pay Apple 30% of their revenue, more appealing to users. On iOS, the Firefox and Chrome apps aren't allowed to include their own browser engines. They have to just wrap Safari webviews.
On Android, the Firefox app is allowed to include it's own browser engine. An engine that supports adblocking extensions like uBlock Origin.
Just don't support ~~MacOS~~ [e: iOS, my b], this is what I mean by going the "amateur" route. If you don't care about distributing software professionally, then just don't deal with the headaches and costs.
But for now, non-notarized executables don't fail, they just need to be enabled by an admin account through permissions.