Don't worry, your English is more or less fine. Anything screwy I think I was able to see what you meant
On issue of bandwidth contention, both MS and Sony's systems have to deal with it, since the CPU, GPU, audio etc. will have to eat at available bandwidth. The SSD I/O sub-system in each system also contents with main system bandwidth. However, it is true Sony's approach with fully unified GDDR6 memory is the preferable way to do it. Some of these 3P multiplats on Series X, in addition to possibly underutilizing the GPU (sticking with similar saturation as on PS5 which hurts Series X due to lower clocks), might also be using more than 10 GB of memory for graphics-orientated data.
That also hurts Series X performance because, while I don't know exactly how much the bandwidth really drops (for example there was some blog from early this year saying effective bandwidth was lower than PS4s; I honestly don't think that is anywhere near the case
), I'm guessing there's at least enough of a hit on bandwidth if a game tries dipping into memory outside of the fast 10 GB for graphics, that could be causing issues.
Combine that with what I was mentioning earlier with regards to the same multplats on Series X needing at least 44 CUs in order to match performance on PS5 (at least in things like the cache bandwidths, texture fillrate etc.), and I think at least the bigger issues outside of CU saturation can be fixed relatively soon. MS are probably working on ways to help manage data assets in the fast and slow memory pools so that if games happen to be accessing the data in the slower pool, that should hopefully cease. But stuff like the CU saturation, that'll come down to the devs themselves and if they tailor their games to do so.
I don't think that should be too hard, though it does require some time and resources they could've been in a crunch for implementing, especially if certain features of the GDK weren't ready until late June (and keeping in mind, devs would've still needed to integrate the updates into their whole workplace pipeline, create backups of various files, test out compatibility, etc.).