For the consoles in and of themselves and during this gen, perhaps, but Ray & Path Tracing will be a key component for the future. Having the consoles make the switch sooner rather than later so that some RT functionality is available as a baseline to more games is important.
It's something the industry needed to do and doing it without the consoles would have dragged out the transition.
I honestly see this as an almost sacrificial, transitional gen from a technical standpoint; where it's just a whole load of teething pains as we see some major paradigm shifts. Which kinda worked out well given how underwhelming the line-up has been..
Good news going into PS6 is we'll have gone through the worst of those teething pains for RT & ML/AI as well as having mature RT hardware and mature ML/AI functionality. Not to mention by then devs may have gotten more accustom to utilising the SSD+I/O in more novel ways. Then add in [hopefully] a lack of pandemic. The cherry on top would be a 2028 launch allowing for better hardware, qualification for the N2P process node with gaafet transistors & backside power delivery and a shift to chiplets to drastically reduce cost; in turn also allowing for better hardware.
We'll probably be starting off with the ability to do 2-4x resolution scaling with native-like results, the ability to frame-gen 2x with only a tiny latency bump, have a far greater quantity of far more efficient RT acceleration hardware and have an architecture far more conducive to ML/AI acceleration. There also won't be a resolution jump going into the next gen as far as I can tell; which frees up a big chunk of resources that in all previous gens was spent on just adding more pixels. Nanite/Microgeometry will hopefully be much more performant too given both optimisation and much more powerful hardware.
We've seen the introduction/popularisation of 5 or so major technologies this gen, next-gen they'll all actually be possible, performant, effective and worth the cost in real-world scenarios.