I think the bigger issue is that you can't really get many books on programming applied to game development, which has some vital differences.
I have made exactly the other experience: There are many C++ books that also cover parts beyond the standard library, be it GUI, Networks, or game programming. Unfortunately, these are almost always the books that are written using "C with classes", and as a result of their focus on the "beyond" part, C++ and its standard library often go short.
Books that teach modern and idiomatic C++ style are quite rare to find, even more about C++11. With that, I mean that topics such as the STL, RAII, smart pointers,
std::string should primarily be recommended (while arrays,
new/
delete, C strings are mentioned, but more as a side note).
In fact, game programming doesn't fundamentally differ from writing other C++ applications - although the application logic is different, the abstraction mechanisms and the used language/library features remain the same. Moreover, it's
those parts who render an application robust and maintainable. If one doesn't know how to apply them efficiently, he will always be in trouble. And C++ is a language where trial and error is an extremely bad approach, already because of the language complexity. Even if you find a possibility to achieve something, how do you know this cannot be done in a better way? C++ offers loads of situations where something appears to be "working", but actually ends up to be inherently error-prone (such as the "side note" topics mentioned above).