it turns out, bindless textures and unlimited descriptor sets is extremely helpful for instanced drawing, which is of course heavily used by modern games for environment detail; it means The Surge 2 can draw all of its surface decals onto the G-Buffer simultaneously in a single instanced draw call, avoiding ALL of the penalty of rebinding textures between sets of 8 unique decals
vulkan and family didn't add anything new in terms of pipeline capabilities (nvidia task and mesh shader stages notwithstanding), but they do enable these sorts of massive scale pipelines which games are going to need to hit 4k
I would be surprised if Sony continued to support the GNMX API for the PS5. Seems like raw GNM/Vulkanish is really the path forward.