Still, the visual spectacle of what some of these products can create is a fantastic experience in itself. It can enhance immersion in a drastic way, and especially for story heavy games, that can act as a direct multiplier on an already good story and structure. Bad games will still never go past being just a tech demo.
So it's probably useful if you've got a 4090, but beyond that more try it once, go "Huh, that's neat", and then disable it.
But there's always a chicken and egg problem for every new feature - it may make sense to push support even if it's not particularly useful right now, as once it's ubiquitous there may be more use cases for lower total performance cards - "light" ray tracing may be a better solution than some rasterization tricks for things like GI, or even things like AI line of sight or other non-specifically-graphics tasks.
But as gamedevs have to support the non-RT path anyway, it probably doesn't make sense to develop two separate paths. So it's relegated to "optional" visual features only.
RT is pretty nice and more and more games are featuring it, problem is at least on consoles they cannot go crazy with it so some games only do reflections for example or just shadows or just global illumination.
Sony is supposedly releasing their Pro model of the PS5 later this year with improved support for RT.
For a mobile GPU, like Meteor Lake? I wouldn't even bother.