Except, oh wait, the only reason we do have to put up with the current limitations is because we're beholden to the browser manufacturers to implement support into their browsers for features that gamedevs will use. Like, say, having a >5MB area to store art assets. I'm pretty sure that's the only real reason we're not seeing in-browser games. Not because JS sucks. Not because WebGL sucks. But because even if you actually do make a game using a browser as the platform, there's nowhere to store the damn thing!
So, back to that "point" you were asking about. What was my point with my oh-so-pointed "Why does Haskell have a REPL but Go doesn't" question? Well, it was a question. The thing you ask when you want to learn something. In this case, I had no idea why Go (a statically typed language) doesn't have a REPL, when Haskell (a statically typed language) apparently does. In fact, I had no idea Haskell had a REPL at all! I had no idea that it was even possible for a statically typed language to have a REPL. Those ideas seem as separate as oil and vinegar. So it's pretty damn cool to hear that it is in fact possible and practical to have a REPL for statically typed languages, and now there's a mystery: Since REPLs are such a productivity boon, why don't all statically typed languages have them? I'm not at all afraid to admit ignorance; I wear it on my sleeve. It's the only way to learn. But I guess we're so far gone, here, that people misunderstand a simple question meant to learn something as some kind of snide, rhetorical, or coy remark.
So, yes, sure. Go sucks. JS sucks. WebGL sucks. Steam is amazing. The only real way to develop a game is with C++, deployed as a native OS binary, or with someone else's engine, also deployed as a native OS binary. Keep the status quo. Pretty boring, isn't it?