Earlier quoted context omitted.
I don't know how you can say that with a straight face. Balatro is building on 50 years of addiction-seeking game design. Everything from the sound effects, to the random round rewards, to the pacing of unlocks is optimized to be as attention-grabbing and dopamine-releasing as possible. It's like praising Coca-Cola for not tasting as sweet as Pepsi
It's a roguelike deckbuilder. The randomness is necessary to the genre. I think you've missed something important: none of these elements in Balatro are monetized. The only way the developer makes more money is through players telling other players how fun the game is, which convinces them to buy it.
Monetization doesn't really affect addiction, which was the question at hand.