Sure. But the IPv6 implementation is a bit like if we went “you know the y2038 problem of 32 bit numbers, and how goin under 1970 is sometimes hard? Lets solve it by making it start from the big bang and store time as a 256 bit integer so we don’t run out until year 3.1 x 10^69”.
IPv6 is big enough for 340,282,366,920,938,463,463,374,607,431,768,211,456 unique addresses. Are we expecting to create an universe consuming army of exponentially replicating paper clip converting robots that each need an IPv6 address or something?
It is still in early access and optimising the game is their current goal according to the road map, though as the whole concept of the game is about simulating every NPC properly at all times it’s always going to be really heavy game to run.
And you are right about accessibility making resource hungry games more common - they allow indies to make projects and use concepts that would have been scrapped as technically non-viable by a publisher before. Shadows of Doubt started development back in 2015, which would have meant reducing the scope of the game until it ran on a PS4. Being indie, they could just do whatever instead, and now it’s going to be enough if they can make it run acceptably on a PS5.