I've got to echo Alex's point again that he brings up during the Lords of the Fallen section.
You get these huge repeatable traversal stutters.. and you just have to wonder how these things don't get profiled and fixed. This isn't just finding that this stuff is a problem right at the end of development... surely they know this is an issue long before that due to how they load/stream in assets.. so why not design the game around it? Having gameplay critical things happen which can cross from zone to zone where these stutters happen, should either be optimized so that it doesn't happen, or the design of the area/level changed so that they don't happen in critical moments.
I've also noticed that in many games that Xbox and PC tend to get hit a bit harder in comparison to PS5 when it comes to this stuff. I just don't get why the focus is so much on adding more demanding things to engines/APIs, before clearly fixing these fundamental issues.
It's 2024... we should be able to fly through a game world and have it seamlessly stream in without stuttering. For crying out loud devs were doing better in the past with CDROM based streaming off the disc. The priorities are all wrong. Get the fundamentals right and build up off that without compromising it.