Or implemented it the DF article did mention MS teams are still busy implementing features and optimize them later on?
The behavior is in the memory subsystem, and it might be revealing some of the peculiarities of the implementation most of those involved in higher-level development and marketing had little interest in exploring--until they needed bigger numbers.
On the other hand, the engineers of the system itself that didn't write game code might have looked at this and gone "well, duh".
There are memory controllers out there that can satisfy requests from pending writes, possibly many of them in this performance bracket.
If there is a variant of a memory controller's queueing functionality in place, the memory interface engineers would have seen this as being an assumed part of the system's behavior and would not have made particular note of it any more than they would have for any other memory controller they've made.
The eSRAM stands out and breaks through the mid-level abstractions and makes its presence known to programmers, and there is an asymmetry in the write/read paths that allow it to be visible.
If the paths were symmetrical, there either would have been a bigger number to start with or this "discovery" wouldn't have happened.
I am curious if this leaks out a bit of the underlying details of the system, such as where in the hierarchy you can find the eSRAM and what tech AMD co-opted to interface with it.
The other is possibly just a numerological coincidence, but the theoretical peak bandwidth numbers are what Sony would have had before it downgraded the GDDR5 speeds. It might not be that big a coincidence since the consoles had the same tech used for the GPU's interface with its memory subsystem.