This is only true when everyone A) Has equal access to remote play, and B) finds it at all acceptable.
While VTT has grown in importance, digital technology has also had an impact on face-to-face social interactions. Namely, in the form of smartphones and social media, making it easier for people with similar interests to find each other and organize activities together. Particularly among those in their teens and 20s.
Neither of those is as consistent as this position would seem to suggest. Even if they're willing, it can be extremely difficult to find a remote game that works for some people, and variance in time zones is not a trivial element there.
The fact you are complaining about work involved with time zones demonstrates my point. The fact that an ongoing campaign is even possible among people living in different time zones shows how radically the situation has changed.
What makes the dominance of D&D a non-issue is the result of different factors in combination, which make the tabletop role-playing hobby landscape vastly different for niche interests in 2024 than it was in 1994.
The barriers for production, distribution, promotion, and play have lowered dramatically. To the point where concepts for tabletop roleplaying can thrive even if they only have an audience numbered in the hundreds.
Earlier, I said that DriveThruRPG was a chokepoint, and in many ways, it still is. However, even that issue is slowly being resolved by the use of crowdfunding in the hobby and industry.
I had some firsthand experience in this regard starting in the early 2000s.