I think that compared to video games, productive softwares, especially “industry standard” ones, rely more on Windows APIs at much more accuracy (and since Wine and its forks such as Proton have to rely on black-box reverse engineering to avoid copyright infringement), the API calls may not have the exact values 100% of the time which is more tolerable to videos games but much less on productive softwares.
Another reason is that most of these softwares unlike most video games are likely using many Windows’ quirks or bugs and are likely less using standard (such as WinUI, DirectX,…) or cross platform toolkit (Qt, GTK,…), making reimplementing the environments and libraries to run the softwares much harder.
Oh, and not even counting that many of those softwares may also use kernel-level DRMs which Wine/Proton/Crossover/… are only userspace level to prevent pirates. This was actually a problem in video games too when many video games, mostly multiplayer ones implement kernel level anticheats or DRMs, until Valve contacted the anticheat/DRM developer as well as the release and popular of the Steam Deck make developers care more about Wine/Proton compatibility, but even then there are some developers still don’t implement Wine/Proton compatibility or even worse ban Linux users for circumvent the artificial incompatibility.