Let's narrow it down to FPS (and maybe TPS) action games that aren't open world sandbox type environment.
Oh well, why stop there, narrow it down to 2d static screen adventure games.... my point was, that fully dynamic lighting is alive and doing well. I didnt say it was the best solution to everything, but its gaining more and more ground due to increasing computing resources and a demand for it - it's simply easier to edit levels without waiting for precalc to finish. It's a happy coincidence that it also allows designers to play around a bit with the environment and such - not neccessary, but a nice bonus, and trust me there ARE people who value more interactivity over more polygons/texels per frame.