I think there’s some psychology research that negative emotions tend to pack a bigger punch (about 2X) than positive ones, so there could be a phenomenon that negative emotions are easier for game designers to work with because they have bigger impact, or also that if multiple emotions are in the mix the negative ones just end up seeming more salient.
en.wikipedia.org – Negativity bias – Wikipedia
I think it also tends to be easier to map some of the positive emotions like achievement, etc., to other factors, so it might be harder to disentangle them between the categories (e.g. “levelling up” can impact psychic positioning but also frequently impacts mechanical stuff).
I’m also not sure how I’d classify this, but the example that springs to mind when I think about games that create interactions between psychic and mechanical positioning is Dogs in the Vineyard conflicts where frequently the biggest barrier to winning in the mechanical sense is how aggressive/violent/etc. you’re willing to have your Dog be in order to achieve the goal. So that’s kind of using avoidance of the negative emotion of guilt rather than something that’s more directly positive, but I think it’s interestingly nuanced.