Tabletop RPGs are not video games and the things they can learn about successful design from video games is limited.
Game design is game design. Doesn't matter what the medium is.
What you're saying is basically the equivalent of saying ttrpgs can't learn from successful game design.
There is a reason after all, that its common practice in the video game industry to do paper prototypes; if a tabletop games couldn't benefit as you suggest this practice wouldn't work, nor would it have become practically assumed as the standard.
This conservative attitude is ultimately why the entire TTRPG industry is in a rut and isn't really innovating much anymore.
It would be bad design -- and bad business -- to try and force a particular "right" or "expected" way to play D&D given it is wildly successful exactly because people can make it what they want at their own table.
If you're "forcing" it you're not actually following the recommendation.
And more over, this glosses over the entire foundational concept of gameplay loops and why they exist, which is heavily interwined with the intended play experience.
Gameplay loops don't have to "force" you to play in a particular way to be effective, but they
are what makes the game actually fun to keep playing, and not having any literally means you have no game at all.
Even big sandbox games with no objectives at all other than "Screw around" have gameplay loops. (Screw around > have fun > screw around > have fun > etc etc)
I think the bit of a reach is Thor using clicks. I would have been just as surprised if he had used miles or km.
They could have used a known measurement of distance common to the ancient/old Scandanavian nations or changed the sentence completely so as not to use it.
To be frank I can't remember there ever being a scene where Thor had to call out a distance in the movies to begin with, regardless of the word used.
But its also important to recognize, still, that these movies are mass entertainment intended to be as widely accessible as possible. These kinds of concerns just aren't going to be of any to the developers of these films, and it frankly would miss the point to focus on it.
Hell, even Tolkien didn't just slap in languages willy nilly and the whole point of his world was to give his languages a place to live. Where it exists is either translated diegetically or is intended to be obscurred from the POV the reader follows, which is also diegetic. If Frodo doesn't understand what some Elves are saying, neither does the reader.
But Tolkien also went to great lengths to construct his conlangs, and they serve a multitude of purposes in the story. He didn't just pick a random language and threw it in.
When I see a movie I expect a certain level of logic, internal consistency and at the very least pride.
And you do get them, in the good ones anyway. Just because they don't do something to satisfy a particular hang up you have doesn't mean they don't.