Same here.
The whole things has a massive "grift" vibe, especially given that they're double dipping since supporters of their "Game preservation efforts" still have to pay for those games.
Happy to keep on buying games from them in preference to from Steam, some even from the "Good old game" bucket, just not willing to assume a monthly monetary commitment to some black-box "trust us" which feels a lot like the "Charity as a business" shit from the most sleazy "charities" out there (you know the kind: the ones with CEOs paid massive salaries and were only a small fraction of contributions actually ends up in the charitable objective).
That's just the coding part of the work, which for a modern AAA game (and pretty much all 3D indie games) is the smallest part of the work - modelling, texturing and level design easilly exceed that, and whilst those are the biggest ones, there's quite a lot more non-coding work, from graphics design to audio engineering.
IMHO modern tools and frameworks have reduced the work that needs to be done in the coding space more than they did in other areas.
Also, in gamedev there's the exact same problem you see in non-game-related software development: as the tools, libraries and frameworks get better and let devs do more in the same amount of time, the expectations on the capabilities of the software grow, eating up all those gains and more - nowadays you can't get away with a bunch of lines defining walls on a flat grid space and a handful of sprites with just 2 animation frames each like in Pacman.