I've always thought that this was kind of the point of the PS5's SSD setup being somewhat 'overkill'. Like it wasn't meant to be utilized to its limits, but moreso is there to get I/O out of the way for the developers and make their lives easier.in part because of the speed of PS5's SSD can hide a lot of inefficiencies in a game's I/O stack, level-design, asset usage and data arrangement.
So yea, if you're designing around the PS5 and dont have to worry so much about optimizing memory management around I/O limitations, then you probably dont have the most efficient management. Which is 100% fine if you're only worried about developing for PS5. But could definitely become an issue for other platforms if you then port from that PS5 base.
That's very different from something simply not being possible on other platforms, which I dont believe for a second.