The likelihood of a feature being functional is usually based on two things: its hidden complexity, and how frequently used it is. HW ray tracing suffers on both of these counts (for now). It won't be truly common outside of major engines for years, and it hides a lot.
Any developer who is in the awkward middle ground of building their own technology without the resources of a major engine (both in terms of manpower and in relevance to hardware vendors) should expect everything on the bleeding edge to be partially or fully broken, often with no timely recourse. I'm not faulting the vendors too much- the software x hardware situation is absurdly complicated, and spending limited driver resources on a smaller company's use case instead of, say, Unreal and Unity, doesn't make a lot of sense.
But if you're one of those smaller companies, you pretty much have to build the fallback implementation first using common low level primitives that have been tested a million times across the industry. If you don't, your product simply won't work for many (and sometimes most) users. Even when their hardware is supposed to support it.
And speaking from unfortunate experience, the up-front cost of building the fallbacks is often less than trying to make the fancier things work consistently, even though the fancier thing is ostensibly doing the work for you.