The problem with XSS holding back next-gen is not strictly about graphical prowess, it's about the game design: the size of the world, logic, animation, number of polygons that can be put in one scene.
the Series S isn't holding anything back in any of the examples you gave.
logic and animation are CPU dependent and the CPU is basically identical, slightly slower than the PS5's
world size is something that isn't held back by any modern CPU or GPU, on the fly data streaming systems have solved this issue years ago
the number of polygons can be adjusted down if absolutely necessary. you can reduce draw distance of unimportant objects, you can use lower LODs (a often used thing in Switch ports) and you can remove unimportant small detail if needed (the Switch version of Overwatch is missing multiple small objects in the maps for example)
the Series S isn't holding anything back. if a game runs so badly on Series X that it can't be scaled down to Series S, then it shouldn't be released in the first place.
in a world where Doom Eternal, Wolfenstein 2, and The Witcher 3 can run on a Switch there's no excuse for something running on a Series X not being doable on a Series S, which uses the same architecture, same CPU, same storage and a GPU that has 33% of the power of the bigger systems.
reducing the pixelcount of a 4K game down to 1080p means the 33% as powerful system only has to render 25% as many pixels as the big console, and that's before changing any other setting.
so if the ability to cut resolution down to 25% + the option to reduce a few settings is something that still is not enough to make your game work, then cancel it, because it deserves to be cancelled