If Hellblade 2 is really heavy on the Unreal render thread it could be that the game can't reliably sustain 60 on relatively weak console CPUs (this is a different thing to DX12 API overheads, which should be relatively small anyway on console).
Or it could be that the developer really does have a very specific set of camera parameters that help shape the aesthetics of the game. We're in a place now where Unreal can actually be used to do movie CGI, and there's a lot more to that than just fps. On console you can force people to take your vision or leave it. On PC, not really, so you need to accommodate the stuff people will force on the game anyway through mods and drivers.
Hellblade 2 is looking like an super stylised interactive cutscene, far more so than a typical game, and so it could be either reason. I'd probably guess it's technical in nature though, and more that they're saying it won't really hurt the game give its nature.