As a somewhat late follow-up, RDNA moved a good chunk of the vector ISA back in-line with pre-Vega encodings, although I think there are small differences all around that would break binary compatibility.I think RDNA might just be binary compatible with GCN, it has a wave64 mode, and if you look at the ISA most instructions look the same.
RDNA dropped a number of instructions in the branch and control category, such as forms of fork and join and a modes like VSKIP. The former might have been less commonly used, but I wouldn't know if there would be a guarantee that it was zero in all PS4 software. Skip modes, or a number of other instruction-buffer operations that were culled seem like they would be more likely to be found.
There's likely a few other things like slight changes to offsets in flat addressing mode and some forms of shifts or atomics that have been dropped over the years that I haven't reviewed RDNA to see if they've all made it back since Sea Islands.
Wave64 in concept might be a path towards backwards compatibility, but if client RDNA is an example, it would be a likely problem for fixed binaries. Wave64 has failure cases that GCN would shrug off, such as it breaks if all lanes are predicated off.
Navi 10 has a number of related hardware bugs seemingly related to having all or the upper/lower half of a wave64 wave being masked off.
Presumably, RDNA2 as a base for the next gen implies bug-fixing given some notable gaps with Navi 10, and then potential tweaks to bring back architectural behavior that have been dropped after each generation since CI.
edit: Whatever custom tweaks the PS4 and Pro introduced to the ISA would also need consideration. The Pro's rapid-packed math instructions would have been inserted into a different ISA than the Vega-level ones.