Next-generation we might see more variation, in Sony's output of AAA games though
Doubt it, as they stated something like continue to deliver cinematic experience. (first source i can find:
https://www.gameshedge.com/ps5-cinematic-storytelling-sony/)
But let them do their thing. They are successful because their products are good. You often say cinematics are just good to sell, but the origin is initial success and acceptance - 'evil marketing' or exploiting the idea to death comes long after this.
You should play some other games that try to copy this but do not get it, then you would know what's really wrong with blunt storytelling: Watching lengthy cutscenes, playing never ending introductions and QTEs long before the story feels interesting at all.
For example: Uncharted builds up its characters wisely, maybe with a dispute between the hero and his wife. This makes the characters sympathic and identifiable, their fate is instantly interesting. And all this happens while shooting at enemies. Quite ok if the shooting feels a bit easy in this situation.
RE7 which starts with a sign of life from your long missed girlfriend, and now you are on your way to save her. No spectacular story, but personal and it works. And you can freely explore right after that, approach the situation under the illusion you do it your own way, in the tempo you prefer.
Gears 5 tells its stories with talking companions during regular gameplay like exploring the area. Stories are not very important, but personal and it only adds to the game. Very nice, close to the 'good' FPS i asked for - i should study this game more...
Tomb Raider introduces Lara as a suffering woman who does not enjoy their research. She only is doing it because she is so good and has to save the world, or something. The bad guy is bad only becasue he has men with guns, and he wants world domination, or something. How boring. To make it interesting, QTE cutscene with crossing a spectacular flood. But very frustrating to click the buttons with correct timing - tried 10 times, not to mention this flood comes basically from nowhere, purely constructed. At this point, at the very beginning, you already realize the game forces you to obey it's design without any freedom or personal contribution.
Exodus starts great with you on your own exploring it's typical scary tunnels. But then - cutscene. Suddenly you have a wife and from now on she tells you what to do. Lots of talking, annoyed by operating the gasmask before doing a shot... cutscene... undefined wife relationship without depth or drama. Order after order without being motivated or understanding why all this is so necessary. You are no longer on your own, and even the world is large, there is no free will, no point to explore, because... you have to obey the script, and you know it will keep this way for the rest of the game.
I think 90% of games get this wrong. But that's nothing new - in the early days 99 out of 100 games were total crap. Terrible controls and physics. It is much, much better now.
Either more and more studios learn to tell
interesting stories that work, or some of them explore alternatives. Hopefully both will happen...
Could it be there for performance reasons, or anything to do with the checkerboarding?
No.
Motion blur helps to make 30 fps more smooth - movies with 24fps work because their motion blur is perfect. (Ofc also their camera paths are much smoother than in a game.)
But if you and many others want to disable it, the option should exist in any game. Easy to fix, this one problem