In gamedev code is small part of the end product. "Data-driven" is the term if you want to look it up. Doing an optimization pass that will partially evaluate data+code together as part of the build is normal. Code has like 'development version' that supports data modifications and 'shipping version' that can assume that data is known.
The more traditional example of PGO+LTO is just another example how code can be specialized for existing data. I don't know a toolchain that survives change of PGO profiling data between builds without drastic changes in the resulting binary.