Yes it would. They’d just have to dumb the game down, cut the resolution in half, reduce the amount of enemies, reduce draw distance, and pay even less attention to fidelity.
Sacrifice.
And that’s how it is today too. 60fps requires sacrifice. Everything has to be sacrificed for framerate
That’s why I fucking hate it.
The old Souls engine is notoriously inflexible (supposedly for some reasons which may or may not be good in how they render animation, but even when Dark Souls 1 was ported to PC, it was locked to 30FPS/720p despite the mods and also the meager Switch version ultimately running better than the original console versions.) They figured out how to get it to be happy at 60FPS later in the Dark Souls 2 port, but never really had it rock-solid. (Elden Ring still has a lot of issues and that's 2 console gens and 8 different variants of the tech tree.)
Bloodborne could have had an uncapped framerate and done some things better on standard PS4, but it would have been unreliable and ultimately worse. PS4 Pro however could have used an uncapped framerate setting (which weirdly wasn't considered for a 1st-Party game even though Pro only came out a year later) to hit 60 fairly confidently.
Bloodborne does not officially support framerates above 30fps, but that didn't stop the modding community from coming up with a solution.
www.vg247.com
(BTW, I don't know any game that reduces its 'enemies' anymore in switching settings, I don't think that's much of a thing anymore? It used to be that ports of games, even racing games with purposeful lap time structures, would have different enemy quantities on screen, but that's not been a trick I've seen in any game I can think of separating 30 and 60 FPS mode, and although I guess you could say that if they're shooting for 60 then the character count would be locked to that max, there aren't "remastered" or "PC-enhanced" version of games which change the enemy count. Realistically, enemy count doesn't seem to affect most game performance as is. That used to be a challenge for old consoles to track more than five characters at a time, so you and 3-4 enemies and that you could tell slowdown was coming on because a game "starts getting too busy". These days, though, enemy pathing follows shared routines and even NPCs can be tossed into a scene without killing the machine. Enemy count limitations are likely for play balance rather than performance concerns.)
Back to the game at hand, nothing about Stellar Blade appears to be designed with concerns of graphics performance from what I've seen so far; looking at its combat system shows why it is designed the way it is and how many enemies would be in the player's space at a time.