If you "cull" something (like it is done for ages) it won't be processed at all. VRS is about shading areas you won't notice (in the dark/same color in a larger area). You can't cull there, because those things are still on the monitor and still need processing. If you would exclude those areas completely, you would really notice it....
What does VRS has to do with this? It is explained by Matt. VRS intends to save processing power, same as culling. Question is, according to him, VRS will act on unnecessary triangles, and culling them earlier (as by not generating them at all) would bring more savings than VRS.
Culling is there to exclude calculations for invisible parts. Due to camera or other objects over that. Like already stated, this is done for ages. If at all (Sony is not very open about it) it is a bit more effective than before, but you can't compare it to no culling at all, as this is already done before. If they made something better it will (hopefully) be a bit more effective than before. If GPUs would still render everything that is not in the camera angle or behind other objects, performance would be much, much worse. E.g. this is also why RT is so expensive. In worst case, objects/triangles that where culled before, have not to get rendered (at least partially) again because or a reflection, shadow, ... .