Yeah it does, wrappers are very common as they help you start a project with lower level of effort required to get the engine up and running with the API, I have used them often in my day job and DLL are a form of this also. GNMX was used a great deal by many teams, even huge teams like Ubisoft, among others, used it to get the game running. Some ship on that and then updated to the lower API (GNM) later, this helps with the GPU side most predominantly and is within the complier of the Sony SDK.
To assume Sony removed this for PS5 is an odd view and very unlikely, but maybe you are just not aware of them. That said it could be significantly different here but the PlayStation PSSL is largely based on OPEN_GL which is the basis of DX HSSL anyway, so much comes full circle on these.
The GDC talk on 2013 gives a good insight into the work and effort they made on easing PC/360 ports to PS4 and also highlights that the native functions exposed in the direct API can offer specific benefits to the platform, which is what DX12 will do for Xbox as it will sympatico.
https://www.gdcvault.com/play/1019252/PlayStation-Shading-Language-for
Linux uses wrappers all the time, such as wine, and if they are JiT parser like Wine or not is not important, DoSBox is also a wrapper, the SteamDeck relies on this and Valve have invested heavily on it to improve it, even over Windows versions to reduce or remove stutter shader compilation, although much comes down to the fixed hardware spec. The issue here is, this is down to the development team and I am NOT saying that they have, merely I observed and demonstrated, the PS5 is affected far more from big stutters and performance hiccups over Series X and S at times. The CPU overhead may be coming from this or something else entirely.