I think Blender was (and still is) exceptionally good at community building. Just freeing your product might not get you enough traction by itself.
I'm not sure if we had that perfect storm in game engines yet. Unity fumbled big time, but Godot wasn't quite mature enough to fully take advantage of that opportunity.
Plus not everyone wants to give their product away. I see that advice all the time here and reddit and other places, "just opensource it" as if that's a solution to every problem a creator might have. I even saw it on a gamedev subreddit where a guy was asking how to make more money and people were saying to make it opensource, as if making it free would somehow increase sales for him.
* Step 2: Open source project
* Step 3: Find other streams of revenue (donations, grants, subscriptions, sponsorships)