A Plague Tale Requiem is also not open world which means making LODs is less time consuming. Calling developers lazy means you still don't get the point. They are not lazy, they have a certain budget and time frame to make a game (and in some cases it's a new and less experienced team) and without nanite that same game would have looked worse or not be made at all.I would prefer mesh shaders with continuous LOD and higher performance over Nanite.
We also have games like A Plauges Tale Requiem that has a lot of foliage on screen and very little noticeable pop-in, and that game doesn't use Nanite or mesh shaders.
Nanite I feel, has just because away for developers to be lazy (and I hate that term) with certain things like LOD transitions, and not only is it not delivering the results on screen, it's also costing a lot of performance.
Also Nanite does use mesh shaders for large triangles and I think you are overestimating the performance overhead of nanite. Just look at Satisfactory where they transitioned to nanite for some of their geometry and that made their game actually look better and have less LOD pop-in without tanking frame rate.