OK... let's get some context first. Physical gacha machines were originally not intended to function like gambling. In their original '60s form, gacha was meant to be played by a group of friends hanging out in old candy (dagashi) shops who would pool their money to buy one run from a machine then trade between themselves. Physical gacha machines originally had between 4 to 6 variations with a special rare item, unlike modern gacha machines with up to 20 variations. A standard Doraemon gang of 4 kids each turning 3 times could conceivably get all variant items in a machine with a high chance of getting the rare item. They could then trade between themselves and build up their collections that way. Gacha was originally meant to be played as a community-building exercise. I know this because that's how I played it back in the '80s. Old gacha machines were fair. If, for example, the machines had 4 item variations and 30 capsules, there would be 7 of each item in the machine, plus 2 rares. In my 4-friends example, 3 turns each would extract 12 capsules from the machine. It would take really bad luck not to be able to get every variation at that rate.
You may be confused reading this because gashapon is a 1977 Bandai trademark. Yes, but the machines themselves predate the Bandai version. We call them all gacha now for the same reason we call table tennis "ping pong". That's just the dominant brand.
The problem with modern gacha is that it's now targeted at loners with hoarding syndrome and the number of variations and limited items now exceed what can possibly be collected through the old community-sharing method. Plus the machines are now stacked more like digital gacha (with number of each variation in a machine determined by probability functions) than the fairer gacha machines of old. That's why physical gacha items can be monetized so brutally today.