Yes, performance is one reason. Clean architecture uses indirect calls a lot. This doesn't really matter if you are doing IO bound work like reading files and calling databases, but games do a lot of CPU bound work as well to simulate physics and update game state where all that indirection will waste CPU cycles.
I also can't really think about a part of a game engine that I would put into the domain layer. The domain layer is the whole reason this architectural pattern exists and if you can't define that clearly there isn't a reason to use clean architecture.