This fails for several reasons that someone who actually uses the product might have intuited:
(a) For some use-cases, you can't switch to GitHub's runners. For us, it's a no-go for anything that touches our infrastructure.
(b) Switching CI providers isn't hard, we had to do it twice already. Granted, most of our CI logic is in a custom build script that you can run locally, and not in the proprietary YAML file. But to be honest, I'd recommend that sort of setup for any CI provider, as you always want the ability to debug things locally.
(c) GitHub Actions doesn't get the amount of love you'd expect from something billed as a "premium service". In fact, it often feels quite abandoned, barely kept working. Who knows what they're brewing internally, but they didn't coordinate this with a major feature announcement, and didn't rush to announce anything now that they got backlash, which leads me to believe they don't have anything major planned.
(d) Paying someone -- by the minute, no less -- to use my own infrastructure feels strange and greedy. GitHub has always had per-user pricing, which feels fair and predictable. If for some reason they need more money, they can always increase that price. The fact that they didn't do that leads me to believe this wasn't about cost per se. Hence the KPI theory I mentioned above: this wasn't well-coordinated with any bigger strategy.
Valve could branch into Apple's areas, but they don't seem particularly interested in doing so yet.
EDIT: rather, Apple cares a lot about phone gaming, but that's an area that Valve has shown few signs of moving in on.
The kind of gacha games that dominate the in-app sales charts, sure. Actual gaming, they don't care about or even understand.