I've noticed this too, I think there's two things potentially going on here.
The docs mention a streaming buffer size. You can increase it to decrease load on IO bandwidth, or vice versa. In the editor, at least, it's set to quite a modest 512MB. The docs mention that if the streaming buffer is too small, the streaming may never 'settle' even in a static view.
The docs suggest that you can change the streaming buffer size as a console command, or at runtime in the config file, but when I try to do that on the console, it complains that it's a read only variable. Haven't tried runtime config but will give it a go. So I think there might have been an oversight there in this version. The upshot is, that depending on what buffer size it's choosing in editor and at runtime and the speed of your IO, you might not always be getting fully resolved assets.
The second thing I've realised about the default Nanite settings for assets, is that the auto setting isn't always necessarily going to pick the max quality possible. There is a precision setting, which you can use to trade asset size vs fidelity to the original. So for example, with the asset highlighted above, I went into its static mesh editor - that forces it to resolve at the default precision setting, and it looks a lot better than the above. But if I tweak the precision manually, it can be made to look better again. In theory you could go and do that for all the assets, double-check Nanite has picked a good precision setting, and you might get better quality - but at the expense of asset size.