Agreed. That said, I think this is the end result of digital games. There just isn't much incentive for retailers to order a lot of disc/cart inventory when 50%-plus of games are now being sold digitally. Let's face it, no retailer can carry the breadth and scope of games comparable to Steam, PSN, or Xbox GamePass. It just means retailers are seeing fewer sales/foot traffic for those items now and thus feel less compelled to order much, which results in less to no excess inventory, meaning no reason put on big sales or offer big discounts.
All of the above, of course, is designed to kill off stores like GameStop. How do you run a used-games store when there are fewer and fewer used games being traded in? The answer is, well ... you can't. The writing is really on the wall for GameStop -- it's just a matter of when it folds now; we're way passed the if stage.
Anyways, publishers all want to be like Nintendo in that they want to be able to maintain high game prices for periods of time after release. I mean, Nintendo still can get away with selling Mario Odyssey for $50 years after its release. Nintendo's customers didn't accept the fact Nintendo games don't fall in price overnight. That behavior settled in over years and years of intentional pricing bars.
I suspect as the industry shifts to becoming even more (and soon almost entirely) digital (let's say 80/20), more and more first party publishers will aim towards the Nintendo model. Infrequent to no price drops, and small discounts during the holidays/special events.
No doubt, sadly. And that's when I dip out for the vast majority of games :(.