What? I'm a console developer. I can use any PC I want to deploy software to the console. I can use Intel, AMD, or any other x86 compatible chip (mainly because I don't want to deal with the headache of cross compiling). I can even choose the compiler I use and the IDE. Sure the debuggers they ship run on Windows, but that's just the tools they know how to write, and they are damn good tools.
The people down-voting and arguing with you are missing the point entirely.[0]
Yes, console makers have monopoly stores on their platforms. Even if you include physical copies, because of the licensing platforms, it's still the same basic idea. (They're also criticized by some for these reasons.)
The difference is that those platforms are not using those quasi-monopolies as leverage to force developers to use their tools. Could they? Yes. But you can't use the capability someone has to do something to defend Apple actually doing the thing.
[0] - The down-voters seem only to disagree with you. That's not what a down-vote is for, and voting this way actively harms the discussion.
If you use a cross-platform tool like Xamarin or Unity, the only step of the development process that requires macOS is the publishing-to-app-store - and debugging on actual iOS hardware, if need be.
So it's not that bad, you can do most of your everyday work on whatever OS you prefer.
It is bad. Macs are expensive relative to how much usable silicon you get, and supporting a studio that needs to support iOS is tens of thousands of dollars to Apple's pocket I'd rather not spend. Contrast to Android which lets you cross compile from any OS and platform.
Also, if you think developing in Xamarin or Unity can be done off platform with some last minute debugging and ship... then you're in a reality many of us wish existed.
So develop for a cheaper platform. First it was complaints that Apple takes too much money from the app sales, now it is Apple's hardware requirements are just too expensive.
I get it, Apple takes a 30% hit and it is a lot of money. But managing your own payment platform and sales is going to consume 15% already, so I don't want to hear about how outrageous this is. No one accounts for what they are getting for their 30% when they whine about how Apple is being unfair.
Apple is a boutique brand that has a vast customer base of people who don't mind spending money. Want access to that? Pay! This is not a unique formula, look at an NFL franchise.
Right, you can deploy your game to any console from a variety of IDEs. The end user who purchases your game, if on a console, not PC, has to purchase it through the console maker's store, they have no alternatives (generally). Want that newest Fire Emblem game on the Switch? Head on over to the eshop!
iOS in comparison is downright draconian.