A release which gained 10M in sales which could not be pirated and scored 80/8 on metacritic can be compared to a release which sold 4 million but scored the same and has the same play time curves.
Obviously this is contrived, there are way more inputs, but you can see where I’m going.
Maybe the full data is more convincing, but ultimately you can't really know whether someone playing your game would've bought it other than if they did. If, for example, each iteration of some franchise sells less with more pirating going on, it probably means your fans don't appreciate the way things developed and just want to see where their once beloved franchise is going. Assassin's Creed used to be one of the best in gaming, but for me it's not even worth pirating any more. Should've developed the current-year story like it was foreshadowed in AS2, but the whole idea of training Miles using the animus to defeat abstergo was jus dropped to milk the fans once a year. Doesn't surprise me when people stop buying in such a case.
Keygens tend to be based on the cracker reverse engineering the licence key check algorithm, and then just spitting out a bunch of keys that fit it. Most people will pick the first key the keygen creates, which makes it easy to track the pirated copies.
The only way around the wholesale pirating of games is to make the game totally nerfed unless it can connect to a 'server'. This is why most AAA games all have at least some level of online features.