I work in 3d and I think I can say with confidence that developers are not in love with SSAO. It's just that real ambient occlusion for moving models is both really hard to set up and would totally blow the performance budget for most games, while in most 3d engines you can add SSAO in couple of minutes and it costs ~1ms per frame.
That will hopefully change as graphics cards that support raytracing become more common. But in the meantime, we know SSAO is a hack. We know it doesn't look physically correct, we only use it because (if done well) it looks better than the alternative, which is no ambient occlusion, or ambient occlusion only on static models.