Earlier quoted context omitted.
I don't think of colorspaces as "historical burdens". I don't like that CRT monitors are brought up every time sRGB is mentioned though. I know it has historical relevance, but it's not relevant anymore, and it's not needed to understand the difference between linear and non-linear colorspaces.
I don't see why you would avoid talking about it. As far as I've understood, CRT monitor gamma has basically evolved to become the inverse of human eye gamma : http://poynton.ca/PDFs/Rehabilitation_of_gamma.pdf (With some changes for a less accurate, but more visually pleasing/exciting replication of brightness levels ?) Now, with many modern, digital screens (LCD, LED, e-ink?), as far as I've understood the electro-…
If you don't explicitly specify the color space you're working in, then you're using some implicitly defined color space in which case you basically need to know what that is (at least roughly).
So traditionally in Windows, way back, when you created a bitmap, wrote some data to it and then drew it, there was no explicit mention of a color space. Instead it was implicit, and it was de-facto non-linear.
These days you can specify[1][2] the color space you're working in, and Windows will then transform the colors into the specified device color space. So then you can specify if you want to work in linear RGB space or say non-linear sRGB.
Unity has something similar[3], which affects how you write shaders, how your textures should be saved etc.
[1]: https://docs.microsoft.com/en-us/previous-versions/windows/d...
[2]: https://docs.microsoft.com/en-us/windows/win32/api/wingdi/nf...
[3]: https://docs.unity3d.com/Manual/LinearRendering-LinearOrGamm...