The reality is that commercial experience games - where the goal is trigger the imagination and guide the player to a rich experience - are much rarer than commercial extraction games, where the goal is to create addictive engagement and spending patterns which can be monetised.
This isn't nearly as true for tangible commercial board games, especially those that promote strategic and imaginative thinking. You can get started in chess with a chess board and a rule book. You do not have to keep spending money on nicer-looking pieces, and your board will not be monetised with pop-up ads. (Chess sites may be, but chess kept developing for hundreds of years without them.)
D&D and more obscure games like Carcassone are similar. You can spend extra on expansion packs, but even if you buy everything the expansion space is small and bounded. The physical costs of board game dev and distribution keep that true.
Electronic games have a virtually infinite potential expansion space, so the economics are drastically different. The temptation to turn every last thing into a monetisation engine is hard to avoid - to the extent that monetisation design has become a meta-game in its own right.
This is an interesting point. I think it begs the question, what _is_ the goal of a game? 10 years ago I would have said that broadly, the goal of a video game is to create an experience the player will enjoy. Perhaps now it's more simple though, maybe the goal of the vast majority of games today is to create a model in which money is willingly transferred from the player to the publisher.