I would say they are unlearning what they are used to designing, and now learning how to light appropriately. It’s challenging because even in movies and photography, most lighting is augmented to obtain the look you want.How much better or how noticeable multiple light bounces are in a game is subjective to scene and art. A different view is the practical needs of devs, you can see this hour long playthrough of Avowed just how much lighting artists need to "work around" UE5's limited light bounces, literally needing to come up with multiple types of new light sources just to get interiors viewable at all despite multiple places in the level letting in sky and sunlight. With say, 4 light bounces instead of 2 w/feedback there'd be less need to place to extra light sources all over.
I didn’t see anything in particular there that was odd. Resident evil and many games always seem to have abandon/hidden areas that are for some reason pre-lit by candles. Maybe the going forward is to do what all table top RPGs do; give the players a torch.