This is what makes Zachtronics games so devilishly good and horrific -- they are the asymptotic expression of work as games. You can't not see it.
(I went into IT because I liked solving challenging problems, not because I wanted a lucrative career.)
In other words, what's so bad about games looking like work, or work looking like a game, if they're deep, fun and engrossing? If the job or the game is terrible, discard it: maybe the real difference is we can't always discard the job because we need to survive.
It doesn't have to resemble real world constraints to be a useful exercise.