Outside of D&D, the most professional organized play is often treated as the base rule set, with less organized play trying to emulate it (schools try to match pro rules, pick-up games with kids tend to follow school rules, etc). But we consider things like the death rules from Adventurers League to be a variant set of D&D rules, and I don't know of anyone who makes an effort to adhere to AL rulings in their home games. So that's another way that D&D is unique from other recreational activities.
The thing is, Adventurer's League is not professional organized play - people don't compete in Adventurer's League games for money and there's no one winning matches or going to playoffs. There are paid DMs who run AL games for money, but they're doing so as individuals providing a service to paying players, not members of a league competing to win games. So even if people were trying to emulate professional organized play, they wouldn't turn to AL rules, since AL rules simply aren't that.
It's not moving the goal posts to point out that D&D is a very different game than the ones you're comparing it to. (There was, in fact, a long thread on here arguing that D&D is not a game at all, though I think everyone eventually got exhausted of it.) It's also not really accurate to say that D&D is "unique" from other recreational activities when the examples you're using where it's different are all competitive games that have professional organized play. D&D as a recreational activity works a lot like people playing other RPGs, people playing board or card games not-for-money, book clubs, crafting clubs, people working out together, and other similar activities, and those don't emulate professional organized play, even if there is such a thing.
Also, AL rules don't even attempt to address the issues the rules being discussed try to address beyond very vague 'don't disrupt the table' guidelines. AL has a lot of rules concerning which rules sources are valid, how to build and advance PCs, what items and money are valid to acquire and use, which adventures are valid to run and what needs to be modified for them, and similar things, but doesn't directly address 'what do you do if players show up and decide to become pirates instead of playing the advertised adventure' or 'what do you do if players complain that you're railroading them by running the adventure the signup sheet said was being run'. It's not at all like formal tournament chess rules that have a lot of specifications about what devices you're allowed to access, how long you have for a turn, what attire is allowed, what specific conduct is or isn't allowed, and so on.