Developers exerting control over a copy that's already in someone's hands has never been a good thing. Too many games have had content ripped out years later because the developer had a change of heart, or was contractually obligated to remove it due to some licensing agreement (unbeknownst to their customers, of course). Both of these scenarios are immoral (arguably illegal) and don't deserve support.
Is it? You also need to account to sales that only happened because someone learned of the game via a pirated copy.
Indie developers in particular don't like Game Pass because it apparently pays Spotify-tier rates, which is pretty bad. Spotify gets away with it because it took a deal with all big music labels for more favorable payouts, but your average indie band on Spotify makes absolutely zilch from your Spotify subscription, even if you listen to them 24/7 every year. Indie bands typically compensate with concerts and brand merchandise, but that isn't an option for games - secondary income sources are typically reviled (microtransactions in paid games) or don't sell to expectations (merchandise). The Spotify model only "works" because they shifted the music industry to rely primarily on those "side" sources (and even then there's a lot of disgruntled musicians who are unhappy with the Spotify model devaluing their craft).
It has also reduced my game "clutter" in a way I very much appreciate.
I'd assume that for your indie game, there were a lot of people who wound up thinking "I would play this if it's free, but I wouldn't spend $X" on it. Adding successful DRM wouldn't have done anything to them but drive them away, and reduce the amount of buzz the game received. But then, particularly in the indie game space, maybe trading away a lot of buzz for a couple hundred more full-price game sales would have been completely worth it...
This is where the concept of services like Xbox Game Pass seem to be landing. Once someone has paid their fairly-small-amount each month, every game is now "free". Much like fairly-cheap streaming music basically stopped music piracy from being mainstream, cheap game-services might have the same impact on the game industry.
Though, much like streaming music, whether it turns out to be economically viable for the average game studio is certainly a question.
(For the sake of completeness: I don't pirate anything, so I have nothing to justify here.)