Everything starts out with good intentions when someone comes along and says “hey you could make that an abstraction” and I just clench my jaw because I’ve seen that happen so much and then that simple clean abstraction eventually ends up being a horrible 1000 line monster that barely anyone understands and no one wants to change.
It has been a pretty common trend for the last few years of people breaking out of the “OOP style programming” and practices they were taught at university. I am not saying avoiding things like over abstraction is new, but I do think there is a newer generation of programmers who have been taught and warned about drawbacks from practices like that.
Similarly, my anecdotal experience tells me more newer game devs are aware of basic memory practices being better than overly complex OOP code. Think flat arrays and simple cache alignment over something abstract and over engineered
It loses flexibility and readability for others, but you don't usually have enough time to concern yourself with such flexibility if you're working on a project by yourself, and you're not concerned about onboarding other developers and having them understand your code. The upshot is then that as a single person "bad code" is often highly effective code, and "clean code" is expensive code that buys you a lot of stuff you don't need or want.
I say this as a boring enterprise developer who at work is highly concerned with appropriate abstractions etc. imo there's no universally good approach, what is optimal is context dependent. Although there are some core features of code like consistency and strong conventions which are fairly universally helpful, this represents a small fraction of best practices.