Your use case of “putting a project” on it is a minority. Most users are there for gaming communities.
† Email and mailing lists were something we forbade from day 1. There are a variety of sociological reasons why they're vile, but I think a lot of it has to do with bikeshedding, via "low-cost involvement" - people who care more about potstirring than actually getting work done have a cheap and easy way to keep tabs on big announcement and pick fights. I've experienced a huge number of people who've earned a 'stake in the discussion' by making some small contribution, and then jumped in on every discussion trying to exercise some informal kind of https://en.wikipedia.org/wiki/Liberum_veto (insofar as such a thing arises naturally from the basic human decency of giving people the benefit of the doubt). What I like about realtime comms - especially ones with nice, logged discussions in multiple, visible rooms, is you don't have to be plugged-in 24/7 to keep up with stuff like you would on IRC (without a bouncer), but at least you have to have some real "skin in the game" of paying attention and being involved - which generally biases towards the folks doing the real work. Decisions get made without the armchair generals; occasionally they'll show up after some big decision got executed on and something was built, with an angry assertion of "Why wasn't I consulted?!?"††, but usually the existence of the actual finished work, fait accompli, tends to to stifle that nonsense real fast.
After multiple decades of dealing with that petty squabbling on email, I don't miss it at all. It was a huge source of burnout.
Of course it does, because software is part of the overall customer experience that built that network momentum and is inexorably linked. Users would not have tolerated, promoted, and evangelized otherwise. It may not be the primary ingredient, but in Discord's case I think it helped.
The actual form of the saying is something like "if every Coke factory burned down, Coke would be back in business the next day. If you hit every Coke customer on the head, Coke would be out of business the next day". (The idea being that if Coke's customers all forgot they were Coke customers, Coca-Cola wouldn't be able to grow a new customer base on the strength of their product.)
Lots of other soda makers, especially the bargain-bin "generic store brand" stuff, taste pretty gross after a can or two, by comparison. Pepsi's alright in that department, but this is a huge market differentiator for Coke.
"The value is in the user base" is just a particularly sticky form of brand, nothing else, set least as long as there are no long term contracts involved. It's not in knowing their logs, it's not in having their authentication hashes, it's not even in exclusivity (I believe that most users of anything in the wildly overlapping spectrum from chat to instance messenger to screen sharing conference call are active on quite a lot of offerings)
You're moving the goalpost. Your assertion is wrong. Revise it, because I really can't understand what you're trying to say other than "you aren't popular unless you're good, because popular means good!" or some other tautology.
The game industry is larger than both music and movies combined. Discord is behind almost every gaming community I've run into the last five years, from Eve Online to Valheim and Smash Bros. Looking for a Discord community is one of the first things I do when playing a new multiplayer game. Same with hundreds of millions of other gamers. You can't program your way into that kind of market adoption.