That’s specifically RPGs with “AAA” budgets, whatever AAA means these days.
Beyond that, the question of why violent games do numbers is always worth chewing over.
“There are options there, but people don’t take them as much.

People play the non-story modes more often than story modes.”
“I put dumb dialogue in a lot of my games,” he says.
“I like to support generalists or really bizarre specialists, and these are supported in my games.”

I have many thoughts, most of them utterly vacuous.
One is that depictions of violence tend to involve a subject and object.
In shooters, meanwhile, guns are perhaps better interpreted as ways of calibrating the game’s spacetime.

Hand me an assault rifle and I will tend to perceive enemies as a pleasantly mowable mass.
That said, I would absolutely love to play a “triple-A” RPG that prioritises non-violent methods.
In the meantime, there’s Brendy’stale of being a pacifist medic in Foxhole.