You are right, we are going in circles. But my point is Microsoft DID reframe their exclusives to be Microsoft Platform (which is Xbox - Microsoft operating system and Windows - Microsoft operating system). So these upcoming Xbox titles that are Xbox and Windows ONLY are framed by Microsoft to be Microsoft Platform Exclusive. We can end the discussion there as its not truly relevant at hand just want to point this out.
Well you are right in some ways too. Take Skyrim. That has been ported to everything including your kitchen sink. But is it REALLY Apple's fault its not on macOS? Its the developers fault, simple as that. Console -> PC -> Switch is just as complex as porting a game to macOS. Look at how much the devs did to make Doom 2016 work on the Switch. That took significant effort! Why didn't they release a macOS version?
Each environment needs to be thoroughly tested (back with Xbox One I tried my hand in developing an Xbox game and there are issues to work out that were not present in my Windows build). Even back with the Xbox 360 with XNA and MonoGame today and Unity today that has multi-platform built right out of the box requires significant effort to make sure your game runs well on other platforms.
This also proves one thing,
Although the unity (and godot, ue5) supporting multiple platforms is great, it is not the most urgent need.
It must be judged according to the actual number of game buyers and the difficulty of transplantation.
I think game developers should first focus on the Windows platform and give consideration to Linux.
For example, DX11 or DX12 interfaces are mainly used, and then OPENGL is used as a supplement (migrating to LINUX, Android, SWITCH, etc.).
These platforms with a small number of people do not need to spend too much effort to make it run fastest, which is meaningless.
Just like the localization of game language, if only 10 people buy my game, why should I add the native language of your country?
So it is unnecessary to learn and use Vulkan, which will waste a lot of time and spirit to build interfaces (and fix bugs). Opengl is very simple, so it is convenient to add interfaces, because the engine generally has an interface abstraction layer, which does not care what API you use.
What's more, even in Windows, there are many neglected games, so if the game is not very popular, you can not consider the issue of transplantation first. So there is only one platform to worry about.