Auto-translated
That's how I compared popular strategy games with popular non-strategy games. And strategy games lose in any case.
In the end, no one knows how much money was invested in it. Maybe it paid off well. Maybe the developers are now struggling to pay off their loans.
But you can aim from the very beginning at the underserved audience of strategy gamers, who will basically eat up anything. Yes, you probably won't be swimming in gold (or ore, gems, timonium, or energy credits) because of them, unless you're lucky enough to be one of the chosen few. But regarding your final statement:
The thing is, not everything is. Any business is a risk of losing all your money. Publishers probably have some statistics on probabilities and will invest more where there is less risk of losing money and where they can earn at least something. I highly doubt that strategy games are on the list of low-risk, high-profit ventures; rather, the opposite.
The expected profit may be small, yes. There are no super-profitable DOTAs among strategy games.
Also, the monetization scheme itself – a person comes, buys. Or decides that it's too expensive and doesn't buy. It doesn't sound very profitable compared to "lure them in with a free-to-play game, and then once they're hooked, make them pay with microtransactions, muahahaha." Most large publishers don't want to work hard and earn little; they'd rather make one project that will be a hit and can be milked for years, and you'll just lazily add and sell skins in it.
But – if your players are lured away by competitors, then you'll be left with nothing... But in offline genres, your job is to sell it, and if you sell it well, you can also make DLC that's simpler and faster. I don't see how this can be more risky and difficult to plan; it seems more like it's just about greed.