Unified memory prevents this, and external interfaces like Thunderbolt are really bottlenecks in this case. Already with non-unified systems like Intel, the loan can be significant.
Otherwise, Apple GPUs are not designed to manage dedicated memory, and AMD and Nvidia are not going to develop drivers for a niche of this type, too.
And Proton on Macs is complicated: the principle of Proton is not to emulate, but to replace calls to DirectX with calls to Vulkan (for example). But you can’t just do that, since the game code is only x86, so you have to use CPU emulation which causes big losses, especially since in games, you can’t take advantage of just-in-time compilation.
It makes no sense as a reflection. The vast majority of games on the market are offered on several platforms. An Apple Silicon port is no more DIY than when Sony ports a PlayStation game to PC or when something comes out on XBox, PS5, PC and Switch at the same time. This is a classic process in development. It generally happens later on Mac because it’s a niche market so the devs do the porting afterwards, but there are games that were released directly on Mac like Lies of P.