It puts a fine point on the idea then that this all seems silly because Metric and Imperial in a video game most of the time are:
More to the point, they're most often both irrelevant.
The problem is that for realistic measurements to matter, everything has to have realistic relativity, and that's rarely the case. Take DOOM for example. If I give you an objective marker that says it's 2 kilometers away, you would think you have a reasonable idea of how far away that is and how long it will take you to get there, right?
There's just one problem: the DOOM Marine zips around at (purely my guess, here) ~50 kph, a completely absurd sustained speed by any human metric, so "2 km" in game doesn't actually have the same relative meaning it would have for you in real life. It's honestly just going to cause you to make some incorrect assumptions. The part that's important is that I show the objective marker's distance counting down in real-time, because watching that you can tell how long it will actually take you to reach it.
This is the case more often than not in games. You might start with gravity coded up as -10 m/s^2 in your physics engine because that's a very reasonable starting point, but some designer's probably going to come in and change it because accelerating that fast is causing objects to clip through each other when falling due to the way you do collisions, or because players liked a "floatier" jump with non-uniform acceleration, or just because the artists really wanted the Leap of Faith to look more dramatic.
The measurements you're given in games are often effectively arbitrary as a result (and indeed, under the hood they're rarely being measured in real units anyway, rather than things like completely arbitrary game scales). It's generally more important
how you communicate the information to the player (going back to our objective marker, the fact that the distance updates itself in real-time, for example) than exactly what the information is you're giving them.