That’s not really true. The models have source code defining their architecture and it is open-source.
People keep trying to shoehorn OSS concepts onto model weights, but the concepts don’t fit because the weights aren’t software. They aren’t compiled code. They are learned parameters to use with a (very big) function that itself is expressed in the code.
So they’re a very valuable asset that complements the code, but they are not the code. You could use randomly initialized weights and the software will work - it will output tokens. They just won’t have useful patterns.
I don’t think OSS definitions have ever required that assets have their source included. For example, artwork is very important to a game, but nobody thinks a game is not open source if it doesn’t come with sketches and a copy of Adobe Illustrator to recreate the artwork from scratch.
Edit: The distinction I would draw between models like Deepseek and models like OLMo is whether they are open science. With a model like OLMo, they have published everything you need to replicate the training experiment. Whereas Deepseek does share a lot of knowledge, but keeps a lot proprietary too.
Your game example is a great one: If a game didn’t come with its 3D models, sound, level files, game data, or assets of any kind, but its engine was open source, I don’t think anyone would say “hey this game is open source”. They’d say the engine is, but that’s it. All of the above things are not code, but they are part of a game and yes, expected to be included in an open source game.