I don't disagree, but I would add that consoles have often punched above their weight in terms of what performance the hardware delivers because devs can hone for specific configurations.
I agree that they can, but this seems to be more a case of games that are heavily optimised to a single console then getting ported to PC in a less optimised state (which can also happen in the other direction albeit less often) rather than a fundamental difference in say API or system overheads as may have been the case in previous generations. And in fact more specifically this seems to happen with PS5 to PC ports in a small number of cases. I'm not sure we've ever seen the XBSX punching above it's weight in relation to the PC in the same way? Generally the PS5 does perform in the 2070s-2080 region as per it's spec when settings are properly matched, but there are the obvious exceptions to that like TLOU and U4 that were heavily optimised for the console where it goes further.
However the important point for this thread I think is that generally the pro consoles are unlikely to enjoy those optimisation advantages to any serious degree because all the heavy optimisation goes into the base consoles with the extra power of the Pro units being used for extra resolution/frame rate and PC like higher fidelity effects. Particularly if the Pro units will be on a newer/different architecture with a different RT implementation to the base units. And even more particularly because there are likely no true console exclusives anymore, even the big Sony games are really only timed exclusives on the console and so will likely be developed from day one with the PC in mind - perhaps to the detriment of the consoles optimisation. And this may also be why we haven't seen the XBSX punching above it's weight like we have with the PS5 in Sony titles that were originally designed as true Playstation exclusives.