I think going forward, if some of these terms are what Sony leverages for timed exclusivity and co-marketing deals, we'll probably see less 3P publishers jump on said deals, especially for next-gen only titles (where previous gen install bases cannot be leveraged). Ultimately the choice comes down to the publisher, but these type of deals essentially become pricier and pricier and at some point I don't think the prices feel justified for what you get.
It should also be kept in mind though that deals like the one for RE Village were set up before current gen kicked off, so for other cross-gen games where Sony has co-marketing or timed exclusivity deals, don't be surprised if there are similar clauses in them, particularly if the deals were arranged late 2018 or into 2019/early 2020.
Honestly the shittier part is the forced technical parity; there is probably wiggle room in what constitutes as technical parity under these terms, but even though PS5 and the Series X are relatively close in overall capability, they still have some unique advantages to one another and forcing technical parity ironically also hurts the platform with the timed exclusivity/co-marketing deal if the elements covered under that part of the contract are what I suspect.
Granted, Microsoft's done this in the past as well, although we'd have to go back a few years. Forcing technical parity is the part of these contracts that always sticks out as crappy, and it's pretty disappointing to see Sony continue with that.
I don't personally know the numbers, so what you're saying might be true, but you can't really say this without factoring in the installbase.
Like if there were 10m GCs sold, and RE4 sold 2 million copies on it, that's 20% of the userbase, whereas if the ps2 sold 40m, and RE4 sold 4 million copies on it, that's 10%, making it effectively less popular on that platform; more people that are able to buy it, and thus ending up selling more, doesn't automatically mean it was actually more popular.
This is why ultimately install base size for consoles doesn't say too much; guaranteed rate of sale increases for any given piece of software do not scale linearly with increases in the install base, and rarely scale exponentially (though never scale inversely). We have enough examples of this happening.
Generally what larger console install bases promise is more breathing room for a larger variety of software to find an audience within that install base, as you may have percentage X of that install base buying Game A and percentage Y of that base buying Game B, with no overlap. However, say on console 2 with an install base of exactly 50% console 1, you may not get a 1:1 scaling of percentage X and Y on that platform, so there's a chance Game A or Game B sell even less than the total difference in console install base because of lack of audience overlap.
That's usually the better use-case of measuring console install base numbers, anyway. But on RE4, I know some people like to say it performed worst-than-expected but Capcom did the GC port absolutely ZERO favors by announcing the PS2 version (with additional content) mere weeks before the Gamecube release. That was always a bit of a scummy move IMO and it did hurt sales performance of the game on GC, as a lot of multi-console owners who would've purchased it on GC just waited for the PS2 version instead.