"All generalizations are false, including this one" - I don't remember whose sig it is.
The main reason for the consoles' success as a gaming market is that for any given game on any given console, the potential market is the entire population owning that particular console, whereas for the PC, only the ones with a specific level of hardware and software can play it, and even then there are frequently bugs and problems that are impossible to test due to vast amounts of differences between systems. And DRM on top of that, of course. And that's not taking the "minor" things like MacOS and Linux into account.
The chief attraction of the accursed consoles is accessibility. Disregarding the multitude of various attachments every console sports, it's really hard to make a difficult-to-control game when the number of control elements on an average gamepad doesn't exceed the number of fingers on an average hand. There are of course PC games with gamepad support, but that's just that, "support", few are actually made with a gamepad as the only input device in mind.
Take IL-2, for example. The remake for the consoles is going to be more arcade-style than the PC predecessor, and I can see why. There's no space on any gamepad imaginable to stick separate buttons or controllers for thrust, roll/yaw/pitch, flaps, trimmers, separate engine start, landing gear, ejection, separate machinegun/cannon/bomb/missile triggers and various radio commands at the same time (I omitted a few, I think). Even the HOTAS systems I saw don't have the required amount of control elements for that, and you can't make the game require one to play it, so you have to simplify.