At this point I have to ask why do we not just prebake the RTX lighting and provide it as DLC?
Not really viable since the main appeal of Ray/Path traced light is that it's dynamic and can respond to player actions. Like the whole appeal is that you can have a firefight in an open world game like Cyberpunk and all the muzzle flashes or grenade explosions or explosions will have a realistic look compared to traditional rendering methods. Think about it, the image in your post shows a dynamic light reflection, how can you prebake that if a character turns to face the player? Or when the player walks past a puddle or other reflective surface?
I definitely think the performance overhead means that studios should be looking into more static lighting solutions but people want so much more dynamism from their video games. People were shitting on Avowed because it didn't have dynamic, reactable NPCs that you'd expect from Skyrim or GTA. Real-time rendering techniques are so much more suited to developing these huge open world games and those are much more common compared to when good static lighting was the standard.