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Because a well designed game does not include drudgery. "Work-simulators" focus on results and progress and gloss over many of the hours of outright boredom or physical exertion to get there.
For example, truck driving simulator does not include the pain in the ass and boring part of loading or unloading the truck. Farming simulator does not include the painstaking process of removing rocks from the field.
While I grew up on a farm, my first proper career was something called OBC seismic. What it is isn't as important as the fact that it involved placing a 6km long sensor cable on the seabed with a winch and position it properly. To do this right requires practice, and as the principle is farly easy I wrote a small simulator that our trainees could try out. At first they found it interesting, and even the seniors from other departments enjoyed toying with it. The biggest lack of realism was that it didn't involve doing it for 12 hours straight, only stopping to unscrew 25 meter sections and replacing them. Barring drudgery and repetitive boredom could've probably made it an interesting game similar to other work simulators.
I don't mind drudgery though. I've done real life construction work, I love legos, before I had internet I dug a hole in the backyard just to see how deep a hole I could dig. Progress being made is the goal sure but that doesn't make me shy away from the boring and frustrating parts. It's just that when it comes to decorating my apartment, cleaning my room, doing dishes, mowing lawns, whatever, I just can't find myself getting started in the first place rather than giving up partway through.
Because modern life is utterly exhausting and humiliating in a million different ways. Your body knows that and isn't that interested in gambling a bunch of mental and physical energy on projects that don't directly help you feel rested and prepared for the next dumb bs you have to deal with. The thing about a video game is there isn't that risk, there isn't the blowback either from negative feelings around failure to complete the task or direct real world consequences.
Video games fundamentally are about rewriting the conditions through which we are forced to have a conversation with the environment around us. They allow us to remake our relationship with ideas, projects and other humans into healthier ones that elevate our quality of life. Video games are gifts of agency that serve as sanity checks on how healthy our real world environments actually are.
Understandable, consequences of my actions are pretty demotivating. It does seem easier to blow money on a lamp in a game then decide it doesn't fit what I was going for anyways than it is to buy anything that doesn't directly aid my survival. Fear and financial instabilities are probably some big motivators to inactivity, at least for me.
Absolutely, the best response to most real world dangers is often to do nothing, keep your head down and conserve resources both for a prehistoric human and a modern day human. Doing nothing is a lot of times far better than doing something strictly from a survival standpoint. It totally makes sense that our bodies would be wired to react to fear and financial instability this way, but obviously after a certain point this rational defense mechanism can hurt us.