That's my point. I think that nearly all new gamers are created this way.
I wonder how common that is. I would wager it's rare. I'd guess that the barrier to entry for a brand new gamer - the "entry level" one everyone's talking about - isn't cost. It's getting them interested in the first place.
I think it depends. My friends and I read comics in the 80's and saw the ads for 2e D&D.
So I saved up money and mail-ordered it (back when that was a thing, where you waited 6-8 weeks for the product to arrive).
My outlay was about $45 for DMG, PH and dice.
And we all played with that for the first sessions, until other players bought their own PH.
We were definitely a self-starting group (rather than joining an initial group). But since I made the initial investment, in theory, the other players were Zero Cost players as they tried out the game.
I think price matters and doesn't matter.
For a potential player like myself, who is considering an activity as the initiator (meaning the guy who buys what's needed so I can recruit friends to do it with me), the price tag is very important. I was willing for fork over $50 in 80's cash as a high school student. More than that would have made me balk.
For try-it-first recruits, price only comes into play if they look farther ahead of thinking what it costs if they like it. And for most games, dice + cost of player's handbook. So $25-35, which is probably reasonable, compared to buying an new console game for $60 so you can play it with your friends online.