“Surrender” in most competitive events is actually very rare. Chess is probably the most known for ‘surrender’ as that is the one associated with being a courtesy shown to a better opponent. However, the context for that is generally reserved for upper tier play where opponents will be facing each other several times in sequence, and then also have several more matches on top of that.
Generally rule of thumbs is for players to play it out so they get more experience, broader their perspective and try something different if they’re “going to lose anyway” (or conversely, ‘win anyway’ where team-based events will sub in newer/weaker players so they get in-game experience)
Those that advocate for ‘surrender’ options lack information on why it’s discouraged, generally refuse to get it, don’t make exceptions for context (what games have it, why, and when) usually demonstrate they lack the experience on why experts suggest players play things out, and the drive to push for surrender (to just ‘move on’) becomes a cycle that encourages defeatism.
Most players learn by imitation, but through imitation they don’t pick up the particular context of what better players or doing, and why. Take speedrunnings; speedrunning is ‘competitive’ and players that try to pick up on it may see experts reset a lot in their practice runs. In those resets, the expert is looking for a particular outcome or to practice something specific; by comparison, a newer player should generally play out the game to get a feel for all of the game to get more experience, and not just keep resetting early on, or at a savestate (as they would see other players do)
The sort of players that want ‘surrender’ tend to be in the same boat; they have their ‘save state’ in mind for what the game “should be” and if it deviates from that, they feel compelled to ‘reset’ and then eventually deny themselves opportunities to experiment, improve, reflect, or even maintain their skills. With too many ‘surrendered’ games, that can end up being the outcome they come expected to have, so in cases where they get ahead, they lose track of how to carry on a strong endgame, lose their advantage, and have taught themselves to just give-up or think the system rigged instead.
It become a cycle of blame and reset instead of doing the thing people set out to do in the first place: play a game.