Well they've delivered the hardware where they can (Xbox), and the API and documentation for PC, and it's supported by all the three main GPU vendors. MS's ability to force developers to use certain features that aren't high enough priority for the developer is limited. There's a huge amount of inertia in complex, long running software development projects. The technologies MS have been talking about are real though, and they do what MS have told developers they do.
DXR has found a lot of traction, and mesh shaders are going to be incorporated into the worlds most popular engine where appropriate. But you maybe don't need to target mesh shaders on cross gen games ....
SM 6.4 allows for the acceleration of mixed precision packed integer stuff - the "AI acceleration" that MS talked about for Xbox which became a standard part of PC RDNA2. It's able to accelerate the general version of Intel's XeSS upscaling technology. It's just that no-one used this on Xbox yet (remains to be seen if that will change). These inference upscaling engines are many year, very expensive technologies to develop.
And VRS has been used, it's just it's none trivial to use it well, and the performance gains can be limited if you don't want to hurt visuals. Last gen systems, PS5, and a good many still popular PC cards don't support the hardware version DX12U specifies, and some games are better off using a software implementation. For the moment, in many cases, plain old DRS is probably good enough, easier to implement, and better suited to be used pretty much universally.
Sampler feedback streaming is another promising technology, but the motivation to fully leverage it probably won't come until DS is widely adopted, as you're talking about many many tiles per frame potentially being swapped in / evicted per frame and you want to be doing that with as close to zero frames of latency as possible. DS and rapid, accurate changing of tiles of individual mip map levels is another complicated thing to incorporate into your streaming game engine. I can only imagine how difficult incorporating all this into a game engine that has to run, properly and predicatably, on all kinds of configurations is.
These features are taking a long time to incorporate into PC games too. Games running on hardware none of it supplied by MS, with most games not developed or published or touched by MS. Nvidia and now AMD and even Intel have been banging on about these features, and trying to help developers get a handle on them.
It's always frustrating to see interesting new technology and approaches take time to be used, but its the reality of things. And some times, something better comes along in the mean time....