Those games are usually rendering internally at 1440p-1800p though which is already a massive jump over 1080p in detail and clarity. Any game thats using temporal reconstruction to achieve a 4K output but is only rendering internally at 1080p is widely derided in my experience.
If most PS5/XSX games were 1080p internally but still looked how they do maybe you'd have a point but I'm not sure it makes sense when the internal res is already many many more pixels than 1080p. So then you could say 1440p with temporal reconstruction is enough and 4K is pointless but wheres the limit on that thinking?
My 2 cents are if a game has a good temporal upscaling component, depending on the style of the game, *1600p-1800p* is a good range to avoid wasted resources and still get the maximum benefit. Of course that depends on the method ; Ue4's blurry method needs all the resolution it can get. And there's worse methods than Ue4 for sure...
Because you get some blur even with *Insomniac's TAA* which is like the gold standard for temporal upscale currently, 4k native is a waste for now. 1080p though? Ue4 temporal upscale looks awful, needs 1440p minimum.
But if there's no temporal component, native 4k can be worth it, i.e. 4k plus msaa/smaa 1x. Maximum crisp! Native 8k will be beneficial mostly for a pristine blur free approach.