Peter
1.) I also started out hoping to make a dime from game development. By now, I'm enjoying the freedom that I have as a hobbyist.
2.) Best would be a community were collaborations are made, newbies are introduced to techniques and resources and thus included, and games are mutually played, tested, and promoted. But how to reach this? I made some attempts at community building over the last year, but things are tough.
If you have lower standards or expectations: You need some fellow FLOSS devs who help each other boost their stuff to overcome the algorithmic thresholds on social media: Help each other to upvote reddit posts, Retweet (on Twitter), spread and like Youtube-Videos, populate Discord Channels, and buy and review games on Itch and especially Steam (10 reviews by paying buyers are needed to be included into the lists, iirc). I won't do any of these.
3.a) Johan Peitz, sorry. Developed Icy Towers, and does small commercial oriented games now. He uses some of the techniques I described above, but plays - as far as I can tell - fair, and manages to get a small but steady income from game development as a full time job by combining sales and Patreon. It works for him, as far as I can tell through hard work and an audience built over decades. Most of us don't have this.
3.b) Doom and Quake were open sourced years after their release. It was a nice gift to the community and helped a lot, but it won't be a model to boost FLOSS gaming until we have a already big and gaining studio at hand.
4.) Kickstarter works mainly as a tool to improve your marketing, or - less effective - to fund projects that already have a community. It won't solve the problems, if you ask me. Patreon and Kofi can be used to increase your income, but also require you to have some visibility, attention and range already.
edit:
Another tip for those without much scrutiny: Developing games that are very close to copycats of trendy games and putting them up on Steam is a thing that somewhat works, or at least still worked a few years ago. The - commercially - most successful FLOSS game I'm aware of is a game that is very close to "Factorio" and is sold on Steam for half the price of Factorio without mentioning anywhere there that it is FLOSS ;).