As long as it doesn't cause a glitch in playback, it's acceptable for your DAW to delay 10 milliseconds to figure out which note you clicked on. That's about 100 million instructions on one core of the obsolete laptop I'm typing this on. As you obviously know, that's plenty of time to literally iterate over your hundreds of thousands of little rectangles one by one, in a single thread, testing each one to see if it includes the click position.
But (again, as you obviously know) you don't have to do that; for example, you can divide the screen into 32×32 tiles, maybe 8192 of them, and store an array of click targets for each tile, maybe up to 2048 of them, but on average maybe 64 of them, sorted by z-index. If a click target overlaps more than one tile, you just store it in more than one tile. When you have a click, you bit-shift the mouse coordinates and combine them to index the tile array, then iterate over the click targets in the array until you find a hit. This is thousands of times faster than the stupid approach and we haven't even gotten to quadtrees.
A different stupid approach is to assign each clickable object a unique z-coordinate and just index into the z-buffer to instantly find out what the person clicked. This requires at least a 24-bit-deep z-buffer if you have potentially hundreds of thousands of MIDI notes. But that's fine these days, and it's been fine for 25 years if you were rendering the display in software.
It's not like games don't have complex UIs either, where each button or field has a lot of logic to them. Many games have very simple UIs, but others get more complex than many complex web apps. Some are even multiplayer, and the server code... it's nuts how much work goes into this. The number of updates you send each second to keep players in a game in sync compared to what is needed to keep a chat app in sync is really impressive to me.
From a technical point of view, games are really cool!
It's not like in the olden days where you would blit this stuff out to the screen using specialized routines that scream along as fast as the CPU will let you. Now, everything is dynamic and multipurpose and configured using properties on the object... engines like Unity get away with C# and way too much runtime reflection because it's convenient in the editor. Developers like it, it's less difficult than writing specialized routines.
> > With a modern data driven or ECS architecture, you actually can do that.
At some point people forgot that there are synonyms and different ways to phrase “actually”.
The Red Faction series, building games like Minecraft and 7 Days to Die, and games like Factorio are some pretty obvious examples where you're completely and utterly wrong, so I'm not really sure why I should trust anything you said in the rest of your comment.
Games (generally speaking) do not involve allowing the user to interact in arbitrary user-defined ways with every object represented on the screen. The interactions that do happen are part of the physics engine not the "user clicked that and dragged it to the left" engine.
Considering how many objects and interactions Factorio tracks and at the same time lets you move around, inspect any of those things etc.
A typical app on the other hand does a CRUD operation every once in a blue moon.
Ah yes, and which apps actually allow you interaction in arbitrary user defined ways?
By contrast, most design/creation applications give you the ability to point with the mouse (or touchpad or whatever) at some object on the screen and then move it (sometimes along 3 axes). The speed of the motion, the axial extents and the destination come (at least initially) from you. This is true of drawing applications, design applications, DAWs and lots more.
You can quite literally point at an arbitrary part of a rock wall and move it over a bit then make it bigger depending on the engine you're using. It's why Unreal Engine has got a foothold in TV production.
In some games, you can.
They routinely do have hundreds, or thousands, of interactive things. Especially things like RTS games. But also, even if you look at turn-based strategy games, which have a much more application-like interface. Every hexagon, terrain feature, and unit is interactive, along with a full application-like menu, statusbar, and UI system.
It is impressive that they can draw so much stuff so fast, but there are actually very few objects on the screen that the user can directly interact with.
A specific example: in a DAW, you might have tens or even hundreds of thousands of MIDI notes on the screen. These look like (typically) little rectangles which are precisely the short of thing that games can draw at unbelievable speed. But in a DAW (and most design / creation applications), every single one of them is potentially the site of user interaction with some backend model object.
All those complex surfaces you see in contemporary games? Very nice. But the user cannot point at an arbitrary part of a rock wall and say "move this over a bit and make it bigger".
Consequently, the entire way that you design and implement the GUI is different, and the lessons learned in one domain do not map very easily to the other.