That being said, beyond the first few months, I remain convinced that overly aggressive DRM does negatively impact game preservation, which is why I like the compromise some studios started engaging in of removing certain DRM meassures a few months post release. I recently bought two racing games from my childhood on eBay as new-old-stock physical media. One of the twos aggressive and no longer maintained DRMs made my Windows VM unbootable and I cannot access the game without relying on the work of pirates in circumventing that.
Also, I will point out that defending DRM as something that protects artists as you did doesn't fully track considering one of the uncracked Denuvo games in the list you linked is Hi-Fi Rush, an exceptional game and financial success that was critically acclaimed and made by talented creatives who are now out of a job [0], not because of piracy, but because of corporate mismanagement.
Whether and by how much DRM can protect profits, we can discuss that for days, but I have yet to see evidence that it ever directly benefits the creatives you mention, not least because outside of corporate games studios, where ones job security doesn't appear linked to game quality or sales, in the indie scene, few if any can afford solutions like Denuvo, so the one place where developers could directly benefit from it, they can't either.
Circling back to preservation, artists generally want to be able to learn from eachother and games outside the current generation can have immense value for that. Even and sometimes especially those games that are unlikely to ever receive a re-release (which often do make changes from the original experience), so I very much feel it isn't optimal if future generations of artist will have a hard time accessing past media due to overly agressive DRM meassures protecting corporate profits within only the first few months past release.
[0] https://www.pcgamer.com/gaming-industry/microsoft-announces-...