>>713017231(NTA) No. I mean you're right, but that's not the point the image is trying to make.
There are available gamma-correction functions for engines and models and more often than not, their goal is to produce the entire luminosity gamut over the work set, be it a texture, scene, etc. The image on the right is "corrected" in this way, because the intenstity of luminosity spans the entire output gamut and the color in the image runs a straight line between black and white without gaining hue or tone from the texture. Many people think that this is "good".
Obviously, it's not for all cases. There's quite many cases of direction that would prefer the left image, even though it is not "corrected" by whatever toolbox function is available to the asset artists. For example, left is suitable for a horror theme set in a school after dark, when the night-lights are running instead of the regular lights and the off-color hue adds to the uneasyness. Right is what you would expect in a basketball game when all lights are turned up and the focus is on the colorful players and not the scene itself.