The funny thing is, NFTs actually represent a step backwards for microtransactions, if anything. Because under the current system, the game's publishers hold all the cards. In-game items are often not transferrable at all, forcing anyone who wants one to buy it directly from the in-game store for whatever price the publisher demands; and if they are transferrable, it's always through official channels where the publisher can either restrict players to trading items for other items (Team Fortress 2) or demand a cut of the resale price (Diablo 3, before they shut down the real-money item market). If items are on the blockchain, players will likely be able to bypass that.
It always seemed to me that video game companies' push for NFTs was either them falling for a dumb idea through the power of tech-industry buzzwords, or a marketing move to wallpaper over a controversial feature/business model by attaching it to something that appeared to be trendy at the time. Except it turned out that NFTs were just as controversial as microtransactions, if not moreso, and now they're not even trendy anymore either.
Whatever direction the industry heads at this point, it was bound to end up there with or without blockchains. Most of the worst things people can imagine them doing have already been attempted and failed so hard they had to be removed. In-game currency being resellable? That's just gold farming. World of Warcraft did away with that. In-game items being resellable? Again, that was Diablo 3. Obvious pay-to-win schemes? Battlefront 2. And now the Trojan horse they tried to use to sneak all that jive back in got torched before it could even get in the door, which I consider a pretty decisive victory for Troy.*
*Apologies for the somewhat confusing metaphor. Despite being called the "Trojan horse" for some dumb reason, it was the Greeks who built it and the Trojans who fell for it.