Incorrect, many have, and many still do. The truly best HDR displays are still branded G-Sync Ultimate. If you go on rtings.com, the displays with the least VRR problems are the ones branded G-Sync and G-Sync Ultimate.
Without any specific citation the best HDR displays according to your
source don't even implement any G-sync technology as evidenced by the fact that they're fully functionally compatible with other hardware vendors despite being branded with G-Sync "Ultimate" which I imagine was supposed to be reserved for actual implementations containing the proprietary modules which only work on Nvidia graphics ...
The best HDR displays are the best because of their quality but it's absolutely no thanks to Nvidia rubber stamping that fact because the manufacturers didn't use their technology ...
And you are obfuscating the situation on purpose. Through different tiers, G-Sync effectively became both an open standard and a closed quality standard.
-G-Sync unsupported will work but with problems on any trash VRR displays that has bad VRR implementations, those are the majority of displays by the way.
-G-Sync Compatible picks the best of those common VRR displays and flags them for the user that they can support a VRR experience that is relatively stable (with minor flaws)
-G-Sync and G-Sync Ultimate are the best VRR displays for SDR/HDR.
G-Sync is an open brand with closed quality control certification and a dead end technology ...
Brand and quality control is irrelevant to the technology at hand. Both their brand and their certification could be dead right now and it would make no appreciable difference in the market and user experience ...
They are are still developing it, so obviously there is still demand for it. Other engines are expanding HW-RT support, Epic wouldn't want to fall behind on features.
Hardware tessellation is deprecated in Unreal Engine so maybe there's hope afterall that Epic Games will kill off HW RT too. The next competitor to UE is Unity which isn't upto par in terms of networking capabilities/features, doesn't have a GPU-driven renderer like Nanite, no one uses HDRP (requirement for HW RT), and they have yet to ship ECS as well ...
What are developers going to do ? Spend 3+ years or more developing an in-house engine before they're able to officially start the project ?
Very limited in comparison to the Matrix demo, which is the closest to an actual open world game. I don't know how you can still argue this point.
The most you can do in the Matrix City sample is drive around inside a vehicle with a toggle to control the day of time or NPC density. The NPCs have no detailed physics collisions either besides a spontaneous disappearing animation upon impact ...
Valley of the Ancient is a much more technically demanding demo as well since consoles ran at a lower internal resolution in comparison to the Matrix City sample. When you compare their nanite visualizations you can clearly see that the backgrounds in the Valley of the Ancient demo are more geometrically dense ...
I imagine it'll be near impossible to use HW RT with tons of Nanite rendered foliage and get acceptable framerates even on the most powerful hardware available especially in the case of animated foliage ...