That's fair, but if we consider the amount of game dev studio that have the resources (time and money) to do that, versus the amount of indie game devs and small studio who do not, I'm not sure that it's fair to say "you can just fork it".
The examples of successful forks are anecdotal, they are the exceptions not the rule. This is survivor's bias.
I can't think of a single example of an unsuccessful fork of a large project caused by a monetization change. So I am not convinced that success is the exception for that case.
The examples of successful forks are anecdotal, they are the exceptions not the rule. This is survivor's bias.