The trick to that is similar to the Intel/Apple split: just having the OS doesn't help if the apps are for a different architecture. (I'm aware of qemu/Rosetta/etc but that's not something that Android has ever tried to solve (AFAIK) - rather, they declare any native library packages at the .apk level and one is expected to pick the right installer for the right architecture)
It's not just games – anything multimedia (video, audio, pictures, even my e-book reader) is another likely candidate for including native libraries, and some other apps, too.
Plus Android for x86 has the same problem that it doesn't have officially supported versions of the Google Play APIs which lead to Microsoft relying on the Amazon Store and Amazon's strange fork of Google Play APIs to get any number of apps to run (which was a tiny subset of what Android users consider "Android apps").
X86 Android has a Rosetta like emulator allowing you tu run ARM games on Intel perfectly. WIth GLTools you just emulate a virtual Nvidia Tegra 2/3 GPU per app and that will do the trick.
> I'm aware of qemu/Rosetta/etc but that's not something that Android has ever tried to solve (AFAIK)
Not Google itself (they're seemingly going for a hard transition with their current Pixel phones), but some OEMs (I'm aware of Xiaomi at least) have included such things now that recent ARM CPUs have started dropping 32-bit support.