Earlier quoted context omitted.
A huge chunk of that probably goes to, well, videos or hi-res photographs to be used in building the UI. Hi-res splash screens plus a bunch of hero images plus 2+ prerendered sizes of each display element for different pixel densities plus a dozen 30 second tutorial videos can easily add up to a couple hundred megs of assets alone.
I think a large factor is the ever increasing need to have different display sizes for different pixel densities, developers essentially have to create and package a couple versions of the same application into one package and that is alot of waste.
Also to the GP's point - Apple also now no longer supports splash screen images, so that element of bloat is no longer a factor (though some legacy apps have retained them pointlessly).
I think for non-game apps assets are not the primary driver of bloat.