You know this is simply not true. We can go down that road, but I'd rather not. Wondering why there is no sales data on Gears 5 or FH4?
Xbox1
Halo 5: 5 mil
Gears 5: No data
Gears 4: 2.6 mil
FH4: No data
FH3: 2.5 mil
PS4
Uncharted 4: 16 mil
Spider Man: 13.2 mil
God of War: 10 mil
Horizon Zero Dawn: 10 mil
GT Sport: 8 mil
TLOURemastered: 10 mil
TLOU2: 4 mil (within a week)
FF Remake: 3.5 mil
Detroit Become Human: 3.2 mil
Death Stranding: 2.7 mil
Killzone SF: 2.1 mil
Bloodborne: 2 mil
Driveclub: 2 mil
Knack: 2 mil
Infamous: 1 mil
To put this in perspective. The horrible GT Sport (I prefer Forza Horizon) sold more than every Forza game combined that was released on XB1.
Okay, two mistakes you're constantly making:
1) Sales do not
intrinsically speak to quality of a game product. Rather, they speak to the perceived valuation of the game's identity/brand, which are usually shaped by things aside from the game itself such as marketing, review scores (which are a game of politics and access/perk relations in and of themselves), nostalgia (if it's an entry to a long-running franchise like, say, Mario), etc. Everyone knows that marketing and retail/digital distribution are the biggest factors in a game's sales, as well as brand identity. Actual objective or even subjective quality merit of a title does not play as big into a game's impact, unless that is of course bolstered by critic reviews which increase the value of the brand identity.
There are many, MANY great games throughout the industry's history that sold like shit, or drew revenue like shit. Earthbound, Alien Soldier, OG Metroid Prime, Dragon Force, Ys, SF3 3rd Strike etc. Of course, that depends on what baseline you use to determine "good sales", but the people who do what YOU do, usually never consider that not every game needs to sell gangbusters in the first place, to recoup on production costs and turn a profit. So a figure that might seem low compared to some of the higher-selling games you have on your list, could in fact have turned in very health profit, or maybe even more profit than some of those games listed. Speaking of which...
2)Sales do not tell you the profit the game generated. I'm glad you listed TLOU Remastered because that's literally a perfect example of what I'm talking about here. That game was aggressively bundled with PS4 models during big shopping seasons, therefore automatically boosting the install base of that game's sales figures. Do you count them as "normal" sales if they were bundled with PS4s? Because if we are just talking about raw sales, sans bundles, that game's LTD would be notably lower.
Then there is the fact that most AAA games that aren't Nintendo tend to drop in price somewhat quickly after launch, and sell the bulk of their LTD (we'll say about 50% - 60%) during their launch period, where the games are at full price. So if a game is getting a large share of its sales from price drops, that means less revenue on each copy sold, which means less profit. Yes this isn't quite an issue with digital sales copies but then you'd have to know the ratio of physical to digital sales for each individual title. And even in the case of digital, there are sometimes price reductions for sale offers.
Many games, particularly today, have sold relatively few copies compared to bigger titles yet have been extremely revenue-friendly and therefore profitable. SFV is a perfect example of this, thanks to their DLC model. In fact quite a few fighting games in general benefit here, but I'd say SFV, Tekken 7 and
maybe DOA6 (DOA5 for sure; 6 has had a LOT of problems though) are the clearest examples of this (though IIRC Tekken 7 has also sold more copies than SFV).
........
So basically, you're trying to use sales as a barometer for quality, either intentionally or not, and that's missing out on key factors aside from any objective/subjective quality of the game's design or gameplay that influence sales a good deal more.