What if the code in the game server contains non-GPL/free libraries? What if it includes bindings to proprietary services and sensitive data? How much time should EA devote to repackaging game server code for open source release, knowing that it will barely get any use and could only result in less sales in the future?
I can't imagine it would be more than a couple of hours work. Simcity is just authentication and saves, most games are even less than that. Heck, Battle.net is just a modified IRC server.
It would avoid a lot of the poop storm EA is facing with this. It's presumably costing them millions, and it's something they could have predicted when the beta crapped out.
Things have come a long way since Battle.NET, you're really not going to find that backend servers for any modern game are a simple thing.
Hell, any game that makes use of GFWL is going to be heavily dependent on the GFWL SDK. You can't release that, as it's under a fairly strick NDA. The same with any SteamWorks game.
While the SimCity servers handle those functions, apparently large portions of the economic and simulation calculations for regional activity in the game (i.e. what happens between cities) occurs on the server and would also need implementation and support.
...and then a fun game becomes a deterrent to buying the newest games. Of course, if the game is still fun, why not just keep the servers running and keep making money in subscription fees? What is the point of demanding that people pay for a new game when you can just charge them for old games?