I agree with everything you said. In particular I agree that not all code needs to be FOSS.
The one thing you didn’t consider in this comment is that the original developer is the one to decide which license they want to distribute their code/binary as. If you (as a developer) don’t think GPL is a good license, you are free to use MIT or any other.
The one situation (A)GPL might give you trouble is if you (as a developer) want to profit off other developers’ code without contributing anything back. GPL forbids that. If you make improvements to (A)GPL software and you sell it, you are not legally allowed to impose additional restrictions to your customers compared to the original software. I can see why you say that’s not freedom.
Of course MIT lets you do that legally. MIT gives more freedom to the developers (or their employers), while GPL gives more freedom to the customers (or the end users).
Both licenses make sense in some contexts imho. A GPL game engine would make little sense, because of course most developers/companies expect not to give much freedom to the end users.
To recap: I understand what you mean, and I agree with all you said. But I think you are mostly framing your argument from a company’s perspective (you say “developer”, but let’s be honest who the legal owner usually is). Personally, I think for some software it doesn’t make sense to trade end users’ freedom for companies’ freedom. For some software, I think only the end users’ freedom matters, and for those softwares, (A)GPL is the right license, imho.
















And I agree that games generally do not need to be GPL. Games are usually self-contained, non-interoperable proprietary software.
Regardless, I applaud companies that decide to open-source their games (or software in general) whether it’s right away or only after EOL.
(Would it be alright if I PM you with a couple questions?)