Yeah.It definitely does feel alien to me.
Also, I was way, way terser than your post deserved, and probably bordered on flippant. You didn't deserve that--apologies. I could (should) have put that post together differently.
Yeah. I think that in games, win/loss is closely tied to end states--either the game ends when you win (solve three Mysteries in Eldritch Horror, cure all the diseases in Pandemic, checkmate your opponent in chess), or you win when it ends (you have the fewest points in Hearts when someone else gets to 100). I think talking about winning/losing TRPGs gets tangled up in that, because ... I think those of us who don't think winning and losing apply don't plan or play, thinking about the games ending. @Lanefan with is fifteen-year campaign is an outlier (no offense) but my own thinking tends toward 4 or 5 year campaigns.So a couple things...and I hate to do this...but...
1) The dictionary definition of "win" is "be successful in a conflict, contest, or endeavor." There is no clause appended to the end of that stipulating "terminating any future conflicts, contests, or endeavors."
Definitely different viewpoints. As I just said to @Ovinomancer I'm seeing this more as a writer/reader than a player--and that's very much mostly how I tend to approach TRPGs. Think about the fact that my feeling about the Alien RPG (I think I said this to or around you at some point) is that it's plausibly an interesting-ish character-oriented/sandboxy game ... right up until the Xenomorphs show up and start slaughtering people; and that dichotomy seems ... dissonant to me, like from a design perspective (leaving the game mechanics and my problems with those aside).2) I come from a deeply athletic background and a hard childhood. The merger of those two things created a cognitive space that is deeply focused on RIGHT NOW. I set small goals and I work intensely to complete them, desperately trying to not let "the long view" arrest my focus on, and satisfaction from "right now." "Stacking" is a term you see often these days. That has been used in athletics and martial arts forever. You have a conflict, contest, or endeavor before you. You defeat it. You stack the next victory on top of that one and you keep stacking.
One rep at a time, one play at a time, one contest at a time, etc etc. Each of these are enormously consequential. A break in the chain (physically like an actual injury setback or mentally/emotionally like a reorienting of my self-belief in a bad way) is a terrible thing. Don't let it happen. Win > Stack > Rinse/Repeat. Don't look into the future. Don't focus on things you can't control.
I have to wonder how much deeply different environmental inputs meeting different nature is what we're haggling over here.
Yeah. Analytics is changing sports. Well, in the sense that teams are able to see better how to optimize. In baseball (the sport I know best) the old stats--ERA, batting average, pitcher wins, RBI--are being rapidly deprecated. This is why stats like K/9, WHIP, OBP, and WOBA are more in vogue. It's arguable that front offices--like some TRPG players--have optimized the fun (or at least the beauty) out of the game. But you know both the math and the athletics involved better than I do, and plausibly see beauty in seeing those applied.3) There is an enormous amount of advanced metrics right now about "micro-wins." For American Football (for instance), "play wins" (4 or more yards in a non-3rd-and-long situation or achieving the line to gain for a 1st down or achieving the goal-line for a TD) are taking over the field of analytics because they're showing themselves to be an extremely predictable and stable metric for evaluating offense and defense production.
The same thing happens in baseball. ERA is a terrible metric (particularly for Relievers) precisely because it takes this giant view of a season long campaign and it tries to extrapolate actually pitching production. Meanwhile, you might have a Reliever who has had 50 Appearances, 47 of them were immaculate (Holds or Saves; eg "Wins"), while 2 of them were train-wrecks and 1 was a net loss. Their ERA is massively inflated (lets say its 3.75...awful for a Reliever)...but their actual Hold/Save Ratio? Elite. That latter metric is "who they are." You put them on the mound and they are reliably going to produce.
The difference between an unathletic writer/musician and an athletic science/math/engineering person, applied to TRPGs?I'm writing this to you specifically because we're friends and I want you to understand how my brain plugs into all of this. I figure it may also be conducive to others (the conversation at large) to know my wiring as it relates to this.
Thoughts?

In other words, I think your guess at the top that it was nature (the current output derived from past inputs) was ... pretty good.