I think this take is starting to be a bit outdated. There have been numerous films to use Blender. The “biggest” recent one is RRR - https://www.blender.org/user-stories/visual-effects-for-the-indian-blockbuster-rrr/
Man in the High Castle is also another notable “professional” example - https://www.blender.org/user-stories/visual-effects-for-the-man-in-the-high-castle/
It’s been slow, but Blender is starting to break into the larger industry. With bigger productions tending to come from non-U.S. producers.
There is something to be said about the tooling exclusivity in U.S. studios and backroom deals. But ultimately money talks and Autodesk only has so much money to secure those rights and studios only have so much money to spend on licensing.
I’ve been following blender since 2008 - what we have now is unimaginable in comparison to then. Real commercial viability has been reached (as a tool). What stands in the way now is a combination of entrenched interests and money. Intel shows how that’s a tenuous market position at best, and actively self destructive at worst.
Ultimately I think your claim that it’s not used by real studios is patently and proveably false. But I will concede that it’s still an uphill battle and moneyed interests are almost impossible to defeat. They typically need to defeat themselves first sorta like Intel did.
Pretty sure it’s against the TOS to do that. So if found, the account is simply terminated and it ceases being valuable. That means that even if it’s sold - it’s value isn’t in the games, but your friend network - as a sort of trojan spam/burner account. Which also means that it’s not worth more than a few dollars at MOST unless you’re some big-time twitch streamer with a vast network of steam friends.
So yeah, just be aware of what you’re getting into. It’s not likely some guy who wants an instant steam library - it’s someone who wants to exploit your friends, family, and acquaintances for money via scams. Don’t be that guy.