I don't know how commercial games work inside very much, but the open source games I have come across don't seem to be massively into threading. Same goes for most other desktop applications, normally two or three threads seem to be used (eg program logic and GUI updates).
Why don't games have many threads? Eg separate threads for physics, sound, graphics, AI etc?
Many games these days are using "task" or "job" systems for parallel processing. That is, the game spawns a fixed number of worker threads which are used for multiple tasks. Work is divided up into small pieces and queued, then sent to be processed by the worker threads as they become available.
This is becoming especially common on consoles. The PS3 is based on Cell architecture so you need to use parallel processing to get the best performance out of the system. The Xbox 360 can emulate a task/job setup that was designed for PS3 as it has multiple cores. You would probably find for most games that a lot of the system design is shared among the 360, PS3, and PC codebases, so PC most likely uses the same sort of tactic.
While it is hard to write threadsafe code, as many of the other answers indicate, I think there are a few other reasons for the things you're seeing: