In case of a home-grown code, it could be simply the question of a programmer awareness. There are still many outdated and/or unfinished tutorials that use WinAPI without any concern about enabling Unicode and wide chars support.
If we are talking about ready game engines like Unity and Unreal... it is probably a naive assumption about input being 1 byte wide and things getting lost because of that in some gamedev-made script.
If we are talking about ready game engines like Unity and Unreal... it is probably a naive assumption about input being 1 byte wide and things getting lost because of that in some gamedev-made script.