But my point is it's understandable that Crysis was limited by single-threaded performance, as the move to multicore only came about due to the failed scaling promises of the Netburst architecture. Intel was claiming future Pentium CPU's would be running at 10ghz, only well into Cryengine's development was this potential future revealed as impossible. Multithreaded engines that could truly scale were still a relative rarity for years after Crysis debuted, it took quite a while the developers to really get their head around the multicore era, and you can argue that some never really have.
Unreal 5 on the other hand, has been developed in an era where multithreaded performance has been paramount with very meagre single threaded performance gains for years and years, and no indication that this will change substantially going into the future. If it truly does end up being largely limited in performance due to single threaded bottlenecks, that's not necessarily being 'forward looking', rather the opposite - it's different if it was maxxing out all the cores and producing something that had no equal on any other platform because of it.
It bears mention as well that performance expectations have progressed since the original Crysis, with even console games often having 120fps options, and PC gamers complaining when a game is limited to 60fps, let alone struggling to reach it.
Again though, very early days in UE5 so who knows how actual games will perform, but I think you're taking Alex's comment that this is reflective of Crysis 1 as a positive, when I think he was just noting the irony.