File size inflation is a natural process. We can't have 10GB games forever.
And devs have been supporting games for upwards of 3 years post launch, so 50GB in patches is hardly unreasonable.
Data usage is directly proportional to available storage space. Some of this comes down to additional functionality that increased storage provides, but a significant chunk usually comes from a lack of concern for efficiency. For instance, there was a recent analysis of popular iOS apps (such as Facebook) that have hugely increased their sizes over time, and the vast majority of the size is due to duplicated assets and unnecessary files.
I would say with the rise of 4K textures, game devs need to implement some form of the app slicing that Apple does, which intelligently only has users download the assets that are necessary for their system. i.e. if I have a base PS4, I shouldn't have to download GBs of 4K assets.
There are also new compression techniques appearing that can massively compress model textures with very little perceptual artifacts, but those haven't made it yet to game dev workflows.
To say that we should just accept 50GB patches as part of progress is wrong. Unless devs are pushed to prioritize data efficiency, their games will continue to bloat in parallel with storage sizes and bandwidth capabilities.