You're right. Of course there are small evolutions on it's design that make it worthwhile. You'll not see me deny that. (In an earlier post you see me breakdown why I think things are stagnant with more nuanced points).Your examples are pretty sparse and a bit of a stretch at best.
If you don't see the evolution from RDR1 to RDR2 and your biggest complaint is "persistence" than I don't think anyone could convince you otherwise. RDR2 is a great example of "evolution."
What the OP seems to be talking about is revolution. New, never before seen or done things in tech. Which, to a degree has stagnated a bit in certain areas. I've said for a long time that A.I. has been massively ignored these last 2 generations because people only pretend to want to be challenged, until they are and then chalk up their deficiencies to "lol, bad game design" and then move on.
We've had massive jumps in tech in the last 5 years that will evolve and become more common in the next few years. The fact that we have games with real-time global illumination is being massively ignore because it just doesn't give that initial fizz-bang-pop that people think they want.
What i'm pointing out is specific stagnations in Red Dead 2's design that disappointed me personally. I could list a few more, like: that hard split between instanced mission design with failstates, and the openworld itself. It doesn't mesh or reacts with each other it makes the whole thing feel like a theater play. All these amazing mechanics and systems that barely seem to talk to each other, or have any meaningful player driven consequence, to create interesting emergent moments.
This doesn't mean I don't have sympathies for the development team or admire the work that went into it. I still very much love RDR2, but I can also be critical and see how such an ambitious games still has these same limitations 8 years from RDR1. (Mainly because of lowest common denominator logic when designing your ambitious title for 2012 level hardware, and pushing visuals instead of complex simulations presents/sells better).
The tech jumps you mention are more jump in render and fidelity, which you're absolutely right about. Local ray tracing on consumer hardware is a incredible feat. But personally, i'm kinda over incredible fidelity in games nowadays. I wanna see more granularity in interactivity/reactivity in gameworlds, instead of looking at an incredible world that feels/plays way more dated when I touch it.