What you're describing isn't a new phenomenon. In fact, it's been the basis of these games' career modes for as long as either series has existed.
There are a lot of games that demand your time in exchange for the right to use their content. Whether it's money, fulfilling gated unlock conditions, or just progressing far enough in a campaign, developers have kept cars, characters, levels, and more from the player to "reward" them for getting deeper into the game. People like to feel rewarded. Sometimes, that feeling of accomplishment is even better than whatever tangible reward the accomplishment earns.
What I think you should keep in mind when making these arguments isn't the existence of a currency based progression system on its own. It's the incentives that microtransactions create for the developer.
In a game without microtransactions, you can make a car ludicrously expensive, but if the price is too high, nobody will buy it, and you just frustrate players. But in a game with microtransactions, developers are rewarded for creating lengthy time investments that players wouldn't otherwise tolerate. If they can make the time investment just lengthy enough, and the monetary investment at just the right price, they get more money for a game that's less fun for everyone in the audience. That's the thing that's dangerous, and it's an inextricable part of microtransactions. Even in some of the most lauded examples, like Dota 2, there are a lot of insidious gateways to spending money that don't really benefit the player. Microtransaction systems that can be easily ignored are pointless to implement, even if they're less frustrating for everyone.