Precisely, and developing for Windows is much easier than Linux anyway because it doesn't suffer from the same "lets break userspace every 2 years" problem.
We didn't port our game Void Bastards to Linux because the sales are _so_ low we won't see a return on investment. Yes its easy these days, but there is still a few days messing around with builds and a few days testing. There is a good chance we won't see a week of salary as a return.
If you see how hard of a time publishers have to get their games running on the wide range of Windows PCs, especially at release, it's easy how they don't want to add a second operating system to the requirements as well.
There are sometimes problems, sure, but compared to Linux, where an application compiled 2 years ago for the same distro often won't work on the current version, it's pretty damned good at compatibility.
Age of empires 2 works out of the box on windows 10 ... The game was compiled with Visual Studio 6.0 ... Even that still runs on Win10. So yeah, it's pretty damn good.
> where an application compiled 2 years ago for the same distro often won't work on the current version
Ship non-system libraries with your application instead of assuming they will be in /usr/lib* and that's a solved problem. Valve even does that for you with the Steam runtime.
This isn't any different on Windows - if you don't bundle your dependencies (including MSVCRT / .NET / whatever) then you will run into problems.
The main meat and potatoes of the game is either nearly platform agnostic (Vk, OpenGL, or emulation) or usually similar in principle (audio).
Maybe I've been spoilt by only working on open source projects where people try to write good code because it's public.