I think the benefits of RT on the dev side are under-appreciated at this point, and that we aren't too far away (~12-18 months) from RT becoming the primary development target, with non-RT lighting in particular still being usable, but a second class citizen of sorts.
The ME:EE developers' presentation on just how much easier and simpler RT is from an art perspective was really eye-opening for me. I think we're going to come to a point soon where developers rely on things like RTGI to 'just work' and save hundreds if not thousands of hours of artists' time hand-placing grids of GI probes, manually twiddling/fixing light leakage through geometry, etc.
That's not to say that non-RT lighting techniques won't still be available, or that the games won't load at all without an RT enabled card, just that the herculean time and effort spent manually adjusting things in the game world to hide the deficiencies of the older non-RT techniques will get pushed lower and lower down the list of priorities. To the point where games will be built from an art and engine standpoint with RT as goal#1, and the 'fallback' path to conventional rasterized fake lighting will be the last-minute add-on with much less effort put into making it as perfect as possible.
The powerpoint escapes me at the moment, but they talk about that a little bit here, 1/3 of the way down:
https://www.eurogamer.net/digitalfoundry-2021-metro-exodus-tech-interview