The lock-in cost is real and literal. It's far easier to migrate to a different voice comms system (which is free, usually), since you only have to convince your existing social network to create an account on the new thing.
That said, buying certain games can lock you into using Windows. So there's that. But it's far better than buying games on modern consoles, which force you to use some special-snowflake hardware just to access the game you bought.
It's impossible to completely prevent all classes of lock-in, but it can be minimized. I would argue that my personal lock-in is minimized, across the axes I care about, by buying everything from Steam and GOG. No hard Windows dependency, no silly hardware dependency, and I'll almost certainly still have access to my games in 40 years.
And as long as Valve does not burn that trust (there have been a few hickups in the very first years, but quickly forgotten), their lead can only grow. You can't throw money at the problem of potential customers wondering what the chances are that the service will still be around in five years. I'd even say that throwing money would only increase doubt: the more money invested, the higher the threshold of success required to be considered worthwhile of continuing.
FWIW, I did not mean that Steam is necessarily the literal first game marketplace, but to my (limited) knowledge it was the first one that got large enough to become the "default" option.
Valve uses its 30% cut extremely effectively by continuing to invest in the happiness and convenience of its customers and, just as importantly, its developers. For instance the profits of smaller developers dramatically increased after the new discovery/search features landed, enabling exactly the kind of people who would love your game to find it easily. Contrast that with every other store where it's basically impossible to find anything but the most mainstream top sellers.
Maybe Epic could afford to actually make the Epic Games Store a useful product if they took a higher cut of sales?