Yes and no, "data oriented" designs do make sense for full GPU compute utilization by not becoming bottlenecked by memory speeds, but the main problem with the PS2 VU and later improved PS3 Cell design (it's a straight evolutionary line since the mode of working was more or less the same) was that you had to spend a lot of time on the chore of shuffling data in/out of the processor and had to handle the limited memory of those units with no escape hatch.
On the contrary, even if you better not access memory too randomly to get full performance with GPU compute, today you can often access gigabytes of memory randomly IF needed (PS3 Cell had 256kb.. but you were double or triple-buffering for send/receive so effectively it was less) and even if it's better avoided it gives a whole lot of freedom in practice. Doing RTX style raytracing would've been doomed on the Cell.