Any sale is a permanent movement of an agreed-upon good to a purchaser for agreed-upon compensation.
The purchaser MUST ALWAYS be allowed to sell the good, in turn, to another purchaser.
That's simply how the free market works.
I design a car, manufacture instances of that design, and sell you one(1). There are many like it. You have one(1) car. You sell one(1) car to your friend. It may have lost value in the intervening time, but it could also very well have gained value from rarity/etc. The result is that I profited from one(1) car, and one(1) entered circulation.
I write a videogame, make copies, and sell you one(1) copy. There are many like it. You have one(1) videogame. You sell one(1) videogame to your friend. Regardless of the value changes, this is a perfectly normal transaction. The result is that I profited from one(1) copy, and one(1) entered circulation.
The EU ruling just reaffirms this commonsense principle. In no way did the second scenario lead to some kind of magic "no-profit" field, or flood the market with any more copies than were sold by the manufacturer.
Also, one big thing in the "degradation" field: While proper maintainence of data is trivial, occasionally they are completely destroyed or rendered useless (physical media fails, operating systems become incompatible). The rights of copyright owners ARE DESIGNED SOLELY FOR the production of copies. This "right of copying" allows them to continue to profit from market expansion AND the replacement of destroyed copies.
If enough cars are produced so that everyone in the world has a car they are comfortable with, should I be able to order cars destroyed so I can sell more? Of course not. That would be both unfair and nonsensical, as well as very wasteful.
Should I be able to make cars "die with their owners" by making them unwillable and unsellable somehow so that cars are passively destroyed over time? No I shouldn't, but this is similar to what the videogame industry supports currently.
We ran into this problem after the world wars, when our industrial might, built up during the wars, snapped back to producing automobiles, televisions, and kitchen gadgets. People were actually too satisfied with their current possessions to inject their money into businesses. This is when our society started to deliberately move from the capitalist (fill your needs by filling the needs of others for a price) to the consumerist (fill your needs and desires by creating desires in others and subsequently filling them for a price) system.
The pains felt during the transition were simple problems of OVERABUNDANCE. For the first time, many industries simultainiously found that almost everyone who wanted the product already had it, or an alternative. They had to convince people that the new product was more desirable than the old or the alternatives, thus advertising became the art/science/business it is today. What I'm trying to say is that you don't have any right to sell more widgets than there are widget buyers if you can't convince them it is an improvement.
Vacuum cleaners: almost every household has one. Why do they still sell? Two reasons. One: vacuum cleaners occasionaly need replacing. Two, and most importantly: vacuum cleaners constantly change. People want the Super Cyclono-Suction 2000 with Pulsating Action (R) instead of what they already have. Why not hold videogame companies to this otherwise universal standard?