Your group is not unreliable. Your game is inflexible.
Four people say they are in. One is forty minutes late, one has to leave at nine, and a fifth appears at half past who was not part of the plan at all. Every group works like this once people have jobs, partners, children or a different time zone, and the usual response is to feel bad about it.
The better response is to stop choosing games that require a fixed roster for a fixed block of time. A structured co-op campaign punishes a changing group at every level - shared progress, locked lobbies, cutscenes nobody can skip alone. A drop-in game absorbs the same chaos without anyone noticing. The difference is entirely in what you picked, not in how organized your friends are.
What makes a game genuinely drop-in
Four properties, and the more of them a game has, the better it holds up.
Progress belongs to the player, not the session.If your character, loot and unlocks are yours, missing a night costs you nothing. If progress belongs to the host's save file, the group cannot continue without that person and anyone who joined does not keep what they earned - which is the single most common reason a group campaign quietly dies.
Sessions are short and self-contained. A game built from runs, missions or matches has a natural exit every fifteen minutes. A game built from one long chapter has one exit, two hours in.
Joining mid-session is possible at all. Many co-op games lock the lobby once a mission starts, which turns a late friend into a spectator until the group finishes and re-forms.
Difficulty scales with the number of players. Otherwise a group that drops from four to two mid-evening finds the game has quietly become impossible, and the two people left have to stop anyway.
The best of them: Deep Rock Galactic
Deep Rock Galactic hits all four. Missions are short and discrete, your dwarf and its upgrades are permanently yours, difficulty scales to the number of players, and a friend who appears halfway through an evening joins the next mission rather than waiting for a chapter to end. It asks nothing of you between sessions - no season to keep up with, no story to remember - which is exactly what an irregular group needs. PC and Xbox share a crossplay pool, PlayStation is separate. Full review.