Conversely, CSGO and DOTA 2 has facilitated real money gambling among the youth on third party sites for years. Valve has attempted to crack down on gambling sites, however it's still possible for a fourteen year old to insert credit card details and lose real money gambling for virtual skins.
And Artifact has card packs that are effectively loot boxes, and a whole marketplace to facilitate selling/buying them. I don't know how much/if they made any cut from the marketplace, but it's certainly a form of "play to win".
Which could easily be fixed if Valve decided to put a hard-cap by selling skins for a fixed price, even if they were only for sale a couple weeks a year.
They'd also pocket all that money, but I guess they don't want people who spent more than said cap to get their skins. But people who are spending 100+ on skins should know they are playing the NFT game.