Let's imagine that this issue did not exist, if you can. And let's further posit an acceptance of companies advocating for some set of values, as you have.
Now whose values do you think it would make most sense for companies to advocate for? Employees, management, chief executive, the board, customers, somebody else? Perhaps this is a bad assumption but I would assume the vast majority of people would say they should stand for their customers, if for no other reason than the fact that a company cannot exist without its customers - and so pleasing them (and keeping them) is always priority #1.
And this is where things get tricky. For decades, the entire life of many of us, the US has been dominant over the entire world. But that dominance is ending. Gaming is just one particularly clear example. China, for instance, literally has more gamers than the US has citizens. [1](2014) And while the US market is still #1 in terms of revenue, that's ending imminently - literally perhaps next year. We're currently at $36.87bn compared to China's $36.54bn. [2] And that's with an untapped market of hundreds of millions in China. And their rapid economic growth means all players, new and old, are going to be able and willing to spend more money. Within the next two decades, the US gaming market will likely be a fraction of the Chinese market.
That creates an interesting little micro-paradox in this situation. Customers in the US claiming they will boycott Blizzard over this situation are precisely why Blizzard is motivated to act in this fashion. Because there would be a mirror situation in China with a much larger customer base. Until people (around the world) can accept individuals behaving in a way they find deplorable, we're only going to end up in a world where the biggest wins. And as the geopolitical status quo changes, that's no longer simply synonymous with USA.
[1] - https://www.gamespot.com/articles/the-number-of-chinese-game...
[2] - https://newzoo.com/insights/rankings/top-10-countries-by-gam...