It's not about (in)efficiency but creativity and development budgets.
If you have "unlimited" fast storage, the most technically efficient way to render highly-detailed realistic assets is to underpay a bunch of artists to make a metric ton of highly-detailed realistic assets, then stream them in off disk.
If you don't have that storage, the most efficient way might be to make a smaller number of assets modulated by some technical work, which is more accessible to smaller teams who have one top-shelf programmer but no army of contract artists. Or, the team is forced into a non-realistic art style which gives artists and the industry as a whole more space to design in.
It also means that when you do blow your technical budgets for whatever reason (e.g. nobody upgrades their SSDs for 2 years due to a chip shortage so your median performance projections for release were way off), it starts getting much worse very fast.