Wheels, manholes, arches, tunnels, pipes, tubes and domes are quite common in games. Unrealistically perfectly smooth is probably the best we could hope for until small little imperfections could be added.
Wheels aren't simple and perfect cylinders; they are also deformed during cornering, and ideally should have elevated track patterns too.
Then there are the actual metal parts which are highly complex hard surface shapes. Building them from NURBS requires a lot of secondary and tertiary surfaces, trims etc. - poly modeling is a straight, simple approach.
I could list similar issues with any of the real world examples you've mentioned.
And we're still not talking about the actual reason: CSG primitives are less then 1% of the common geometry in games. Why develop, debug and optimize a secondary rendering pipeline, complicate the existing triangle based one, mess up the final image with varied edge quality - when the returns are next to insignificant? And when have you ever heard anyone complaining about the lack of perfect curves as the main problem with today's graphics anyway?