A topic that keeps coming up is protecting users from themselves. It's not a coincidence that doing so is usually a disservice to most users and anti-consumer. It's become common for people to complain that they lose access to an email account, and the games they purchased years ago become inaccessible. They can't be expected to know the importance of email as an identity because they were young or something. They expect devs to know who they are or at least allow them to show proof of purchase or something close to it so that they can take ownership of an "abandoned" account. In relation to digital ID, most devs don't admit that they know who a unique user is. This is also 100% user error and not someone else's responsibility.
Look at how these things are usually handled though. I was gifted Elite Dangerous (ED) and its expansion on Steam, and, the game uses a third-party launcher with the idea of linking Steam to a player's account on their portal. I found out that my original account on their website was wiped of any purchase history, even though I bought the original version of ED. However, my save data, which is integral since the game is like an MMO, was preserved. I wonder why they remembered all that, but they didn't acknowledge that I owned the game at one point, even if they wanted to create some distinction between the classic version of the game and its present iteration. It's wild how they justified a change in how purchases are recognized, but the game that "isn't the same game anymore" knows how to read all my ancient save data.
I am guessing some people love what Minecraft has become. I was an alpha supporter since I saw the potential in the game, but I haven't touched it in many years. The multi-year effort to convert everyone to the new system is seen as a success. They even refer to "improved security and player safety". That's not very meaningful, and it was a waste of most people's time. For Microsoft and most companies, it's the easiest thing in the world to preserve someone's email and purchase history. Really, they are most definitely keeping this information forever for their own purposes. As a service, Microsoft might think to invite people to refresh and link their account, and they might want to offer them an incentive to embrace the Microsoft ecosystem. However, the devs are still Mojang, and that's who people wanted to deal with. If that's somehow not really the case and you need to be a Microsoft user, then there's still no reason as to why recovering your account at a later date is out of the question. The cutoff is probably generous since the game can be considered as having run its course. The funny thing about the $2 billion purchase of the game is that it was probably done so that they could co-opt a community with endless creativity and rob the IP of its true potential by setting all these limits. It's a good game for kids, even today, but it could have been more of a technology that continued to evolve beyond the idea of it as a singular game.