Earlier quoted context omitted.
How are we defining recent? ( you're right they're all recent compared to Pong and the OP's point. ) Except BG3, most of what you've listed are around 10 years old. BoTW: 7 Tarkov: 8 ( Technically, but was slow burning so hard to place exactly when it took off. ) Witcher3: 9 Skyrim: 13 Minecraft: 14? ( 13 if we're counting retail, but it was massively popular before then ) DF: 18? Path of Exile: 11.
The PoE of 11 years ago isn't the PoE that people rave about today, though. That's more of the past 6-7 years through today. You skipped over mentioning Elden Ring, with it being from 2022. Some others from the 2020s: Hades, 2020 Animal Crossing, 2020 Among Us, 2020 Vampire Survivors, 2022 Half Life Alyx, 2020 (Still probably the only real example of a "true" AAA VR game) I think it's tough to say what games will be…
And indeed, PoE of 11 years ago isn't comparable, even PoE pre-delirium probably isn't recognisable to current PoE, and anything pre Incursion certainly isn't, but that's the nature of a live-service game. The power creep post-conquerors has been incredible, and there's been essentially no effort to bring that in after they decided that a reset with PoE2 would be preferable than trying to rein in power creep in modern PoE, and that adding upper end aspiration content instead was preferable.
The decision to rein in power with expedition backfired so hard that people still complain they don't have an item editor with harvest. ( Although with Locks it's come pretty close again at the right cost. )
I think they made a good choice, PoE is better than ever, but it's controversial, and every patch post 3.14 has had a lot of detractors claiming that "PoE is ruined".
In terms of cultural impact, it's still interesting that it's such an "old" game that's having an impact on (gaming) culture.
If we're talking about wider culture, you're right that "culturally significant" can take time to materialise. I'm not sure Alyx or even Hades really makes the cut. They're great games of their genre but I don't think they've had the cut through that the others you've listed have had.
Among Us was a cultural phenomenon that was immediately visible outside of gaming, akin to something like Fortnite although perhaps magnified by the pandemic massively boosting streaming audiences and people looking for some kind of social connection through the internet.
Survivors has had a massive impact on gaming, it's created a genre of it's own ("Survivors-like" is a thing) which can be seen with the release of "DeepRockGalactic: Survivors" which is a great improvement on the genre. It's fair to say that while Vampire Survivors itself might not have the cultural cut through, it defined a genre of games that have inspired clones from Brotato to DRG and deserves its place on that list if we're looking at gaming culture, but it's too soon to say if we're looking at culture outside of gaming.