If it's a matter of just reducing the resolution or other graphical feature's then fine I agree. (Although RT can affects gameplay as it gives you more spatial awareness)
The issue is you don't know what else is being left on the dev cutting floor to get that framerate.
Take Shadow of the Colossus long held to be classic but rightly criticized for not being able to hold even 20 frames on PS2. My question is what would the game have been if it tried to hold 30 frames or even 60? Would the Colossi have been as big, complex and detailed would the land have been as vast and majestic? Would it still be a classic if the Colossi had to be heavily comprised just to meet the framerate?
I not a dev so I'm just guessing but I think it would have been an entirely different game had it been a 60fps. Keep in mind that it took 2 generations until it could hit 60 without compromise's.
Like I mentioned Low Framerate can eventually be solved with better hardware but if the Colossi were much smaller and less complex they would be like that forever.
While it's great that developers are offering more choice's with framerate and resolution nowadays I imagine it requires more resources so MANDATING all devs must a have a 60fps option is piling even more work on games that are already taking too long to make.
I think if Ueda had been more realistic and put out SOTC on PS3, and hadn't tried to make TLG work on obviously inadequate hardware, he'd probably still be at Sony now making brilliant if slightly less technically ambitious titles.
Instead we got 2 games that were basically broken on release and Sony Japan is closed and we're all worse off.
I'm not saying you don't have a point, but what happened to Team Ico, perhaps the single most creative developer in the industry at that point, is maybe not the best way to illustrate it.