Another counterpoint: When you start implementing all that dummy proofing, you make the software more and more tedious to work with for people who know what they’re doing.
I think it’s quite obviously an issue that needs balance. Some software is meant to be seamless to get started with, so that users can get something done once in a while, some software is meant to be used long-term by professionals and requires productivity. And yet, many people jump on anything they don’t immediately understand as bad UX.
The good thing is, on Android you can get an APK without root or anything like that, same for installing it, and you can use an emulator (or something like waydroid) to run it on a computer. For cases where the game doesn’t use any more specialized servers, and just uses the app store for authentication, DRM, etc. the situation is no different from PC games with DRM - it’s bypassable, and if done right, will work for all games, not just one.
That said though, it’s very true for multiplayer/always online games, and those are very common on mobile. While it’s possible to reverse engineer and rewrite the servers, for most of them nobody is going to bother. And in the world of aggressively monetized games, developers have an incentive to keep it that way - they can’t make money from players who are still enjoying a game they’ve already squeezed every penny out of.