The "eh?" should be directed back at your comment, how you casually omit that microtransactions and the incentives to purchase them have become a central part of modern game design. In the end, how much of an issue you rank this to be entirely depends on your weekly play hours. Maybe you just play so much as to have no issues to unlock best in class content from DLCs (most notably cars in GTAV).
Unfortunately, a quick search didn't yield anybody doing math like for the Star Wars: Battlefront (new) debacle.[1][2]
PS: The non-microtransactional design goal in multiplayer games will optimize for more play time.[3] How convenient to offer purchasable shortcuts.
[1]: https://www.reddit.com/r/StarWarsBattlefront/comments/7c6bjm...
[2]: https://www.reddit.com/r/StarWarsBattlefront/comments/7dmvdv...
[3]: https://www.reddit.com/r/gtaonline/comments/1i2qtay/comment/...