It was not neck and neck. The PS5 was dropping to the low 40's in the frames they showed while the XSX stayed glued at 60fps with RTS on in sequences they showed. Nevertheless, as with most games, these problematic sequences compose a minority of overall gameplay (around 5% or so of the game).
It won't take 4-5 years for consoles. The XSX is already outperforming the PS5 in several multiplat games, at least, I haven't reviewed analysis of dozens, if there is, and specifically when discussing major differences, like res/framerate target differences, the presence of optional framerate modes, or completely new graphical features like ray-tracing, VRS, mesh shaders, etc. The PS5 only seems to enjoy an advantage that will be patched away. You're thinking of PC where developer-side care for stuff like APIs is sluggish (ex. DX12/Vulkan support). "It's easier to develop for the PS5" because it's always easier to develop for something that doesn't add anything new. It's easier to develop for the PS4 and Xbox than new GPUs on the PC, for example.
The primary analysis they're not offering, since DRS now rules the world, is the average resolution on each system, or the total time spent at x resolution at various levels (ex. 1080p, 1200p, 1440p, 1600p, 1800p, 2160p). The recent spate of multiplat games performing so closely has been surprising, given the raw advantage for the Xbox with nearly identical hardware; however not too surprising, as Rich pointed out it's easier for developers in the blitz to prepare for the big launch to just run the same mode on both machines, setting this baseline lower to satisfying what the PS5 can handle, with the possibility (not the guarantee) that they will optimize the overhead the XSX enjoys given more time.