Well...it's not "might", it very definitely is. And has been the case for just about as long as we've had multi-platform games. The only real issue there is that it's not that well known among console gamers, they're sold in the marketing that their consoles are super high end, this generation they're being sold 4k, 120hz, ray tracing and a bunch of stuff. But the reality is that there's massive amounts of compromise just to get any one of those things working in a AAA title. It's a shame because it leads to the angry rage quit stuff you saw with oguzsoso where even if you literally do a technical breakdown of the differences in large amounts of really specific detail, it just leads to defensiveness and denial.
There are examples of what you're talking about. If you want extremely large player battles you can play a game like Planetside 2 which has very high player numbers on the same server, I'm not sure exactly how many, wikipedia claims 2000 which seems way too high, but I do know the original Planetside capped at about 333 per continent and PS2 is at least that or higher. Huge texture packs exceeding what we already have generally wont get made because they wont get used. They make fairly little difference to visual outcome on most common screen resolutions because the texel count often exceeds the pixel count it's being displayed in. For example if you look at the 4k UHD texture pack for R6 Siege and read comments from people, most people find it a waste of time at 1080p and only those at 4k really notice the difference. But WDL specifically does have a high res texture pack for the PC, it's large enough to have an impact but not be a waste. Running games at 144fps is typically just a hardware limitation, it's hard for CPUs to get modern engines up to that kind of tickrate, but it certainly is something you can trade off visuals for if you like, and some people do, they prefer 1080p or 1440p over 4k, and lower video settings in order to maintain higher frame rates.
It doesn't matter if it's high end visual settings, very high res textures, very high frame rate...they all share one thing in common which is they all have diminishing returns. Going from 40fps to 60fps is more noticeable than 120 to 140, going from 20 players to 40 is more noticeable than 300 to 320 etc, despite the delta being the same. Probably something to do with Weber's law, if you want to massively geek out watch this
https://www.youtube.com/watch?v=hHG8io5qIU8