It doesn't work like you're thinking. Don't forget Xbox has a new compression system specifically designed for gpu textures that compresses GPU textures down to 50%+ their original size. GPU textures are responsible for most of a game's size. In fact, the lion's share.
Xbox Series X also has a fully custom streaming system designed for the series x that makes irrelevant all this copy stuff you're referring to. Instead of loading entire textures into physical memory like the PS5 intends to do at high speeds, Xbox will simply do something potentially a lot better and may actually turn out to be even faster with additional benefits on top of that. It will only load the section of the texture that's actually visible in the scene. As Microsoft put it, usually the largest mip of a 4K texture is often 8MB and often more. But if they only need to 25% of the largest mip, that data that would be brought into RAM goes from a potential full 8MB or more down to just 2MB. Imagine all the physical RAM savings this can create across a game. Microsoft is flat out calling Sampler Feedback Streaming a game changer because it will add a multiplying effect to how physical memory is used, upwards of 2x-3x (and in some cases higher) they've stated. But the benefit doesn't stop there. If you are copying way less, much smaller pieces of texture data into physical RAM, it also means you are getting significantly more bang for your buck from your SSD performance, too. If you're copying much less data in general, that's a win, win. Devs usually want as much ram as possible so they don't need to do any copying at all. Series X appears to have a custom built feature that actually comes the closest to achieving this without a much larger jump in available system RAM.
So to reiterate an example you just gave about game sizes being smaller on PS5, that may not be the case at all. Then again, if devs want, due to all the extra RAM they may end up saving due to Sampler Feedback Streaming, they may opt to use even higher quality textures on series x, possibly producing higher quality textures than what may be possible on the PS5 side of things, if only cause they know they can get away with only loading in 25% of the texture.
And just to confirm, though Sampler Feedback may be a supported RDNA2 and even Nvidia Turing feature, Sampler Feedback Streaming isn't actually a standard RDNA2 feature that will automatically be found in all RDNA2 GPUs. That along with all the parts of Xbox Velocity Architecture are custom to Xbox Series X. Sony has a beast of an SSD, but it looks to me like Sony's solution is more based on the raw speed of that SSD whereas Microsoft has taken numerous steps to try and change the way the work is actually carried out. Sampler Feedback Streaming looks more revolutionary than just a plain faster SSD. Basically both Sony and Microsoft have approached the goal in two different ways.
Stanard is a Graphics Optimization R&D & Engine Architect at Microsoft.