What's your point?
The point is that game asset loads are slower if you are hogging optical drive bandwidth for video streaming.
You can always add a skip option for those who prefer static loading screens.
Then you can be faced with long load screens like if someone cancels the cutscene right away. Worse case you display a static load screen too long and fail trc especially if the game was leveraging the cutscene to hide a long load. Best case it just all looks inelegant and not seamless.
More importantly though, cutscenes often require additional assets (higher res textures, or even completely different ones for a different location), so by using prerendered cutscenes you get rid off those additional loading as well.
That usually tends to be more intensive post process effects, ie more processing load than asset load. Stuff like higherres maps, if any, are probably already loaded anyway because you need to be able to instantly translate from realtime play to realtime cutscene.
The best way of course is that you start streaming post-cutscene data before the cutscene as seen in Uncharted games.
Not really as not every game can design itself around a streaming solution first and foremost.