Dunno about that. It comes down to the engine. UE5 seems to have made optimizations to attempt both leveraging PS5's SSD I/O in particular (but not at the expense of other systems), AND having targeted performance that can be scaled across different I/O implementations.
So I'd assume devs using that engine, even for multiplats, should be able to get very good use of PS5's SSD I/O without needing to do too much work or compromise. So they can still design the game as they want, and target strengths of the PS5 architecture (and for XSX, target strengths of XSX's architecture). Meaning we'll be able to look forward to more than just 1st-party games making fuller use of these systems...if they're using engines like UE5
Hate to break it to 'ya but we aren't getting anything near the shift from 2D to 3D gaming here. In fact almost all examples I've seen in terms of trying to state PS5's SSD I/O advantages have amount to basically higher polygon assets and texture streaming, but graphics-related.
I don't just think of prettier graphics when I think of fundamental game design innovations. They're a part of the equation, but not all there is to it. So I think a lot of people are underselling the benefits of PS5's SSD I/O in that respect, and they're also ignoring other features that play a big role in game design shifts like CPU innovations, GPU breakthroughs (ML, upscaling, AI neural network capabilities, asynchronous programming etc.) and more, some of those being things XSX happens to have the advantage in.
It'll take leveraging all of these things in tandem to get big shifts, plus the market demanding for things aside from just prettier graphics for a change.