My experience is that it's extremely uncommon, including on physics systems. While I no longer work in games, I did for several years, I probably can count the times that I used double precision on one hand (if you exclude the JavaScript work that plagued the end of my game development career).
The reason for this is simple -- it's twice as slow. The vector width is half the size, and so you can do half as many operations at a time.
Probably because double precision floats are just as fast as single precisions if you don't vectorise. I bet you didn't.
This would also explain for instance why many programming languages drop single precision floats altogether: they don't plan to vectorize in the first place.
The reason for this is simple -- it's twice as slow. The vector width is half the size, and so you can do half as many operations at a time.