"Necessary" is a pretty broad term. Games have had canned destruction for decades now, whether we are talking about a car crash in the original Burnout or a building collapse in Battlefield: Bad Company 2. Strictly from a "necessary to make games fun" standpoint, I don't think we've seen a single technology advance since 2015 that has been necessary. But, of course, graphically it's somewhat jarring ("waiter, there are not enough gold flecks in my caviar") that we have these beautiful, almost photo-realistic environments, and then a grenade tossed into an office always breaks the computer screens in exactly the same way, or a warhammer swung against a wooden door always knocks out a chunk of exactly the same shape, or smacking my Ferrari into a light post always results in exactly the same bumper deformation, or driving tanks across farmfields merely results in track decals appearing on the mud. And, of course, unless the developer specifically created a canned destruction animation for something, it is made of adamantine and surrounded with a force field. Even with more dynamic approaches, e.g. where tesselation is applied at the point of impact, once you've seen it a few times, it looks pretty same-y.
My point is not that it's necessary, but that the reason you don't see realistic physical environments is not because developers are lazy and stupid, nor is it because the Playstation is holding PC gaming development back, but because the kind of physical realism people are often fantasizing about seeing in games requires a DOE supercomputer to run in real time, not a high-end Ryzen or even a second consumer-grade GPU.