Mostly because fake reflections in triangle-based rendering is convincing enough unless you're looking for it or have just gotten good at spotting it.
It's like bad kerning. If you don't know what to look for, you probably don't notice it or pay it any mind. But once you do, you see it EVERYWHERE. [0]
But I see artifacts of fake reflections in games everywhere. The problem is that most games rely on screen-space reflections which don't work if the reflected object isn't on the screen. So imagine being over water, looking over mountains in the distance, and you see the mountains reflected in the water. But as the camera pans down and the peaks go off screen, suddenly the mountain peaks get cut off in the reflection.
The only way to render a mirror accurately in triangle-based rendering is to effectively use a technique similar to Portal, but then your transform engine has to would twice as hard, since it has to project the scene twice. Even then, you're limited to flat mirrors without taking shortcuts.
Curved objects can't be reflective in triangle-based rendering at all. They fake it well enough by using environment mapping of textures, but then they won't accurately reflect things around them.
[0] Relevant XKCD: https://xkcd.com/1015/
It's great for a movie displaying on a wall, not for a game on a desktop monitor.
If your 4k pixel count is based on 3-5 screen driving/flight simulator on big screens, then sure that's great to have
Granted, ray tracing is optional (I can't even distinguish between RT and non-RT in games like CP:2077), and DLSS is a game-changer for 4k gaming. But there are plenty of games that I've been playing would be served better by a 4080 over my 3080.