Yes, most games make limited use of RT, but you don't need PT to fix the biggest problems with raster lighting, mainly ugly and distracting screen space reflections that fade as you move the camera up and down, cascading shadows that draw literaly in front of the character, or the lack of indirect shadows in sandbox games (without indirect shadows lighting will always look flat). I do not need to use image reconstruction in standard RT games on my PC, at least at 1440p, but I see no reason why I shouldnt when DLSS looks so good.
Raster
RT low
Path Tracing
Raster
RT low settings
Path Tracing
And by the way. DLSS inst exactly upscaling. Upscaling simply resizes the image to a higher resolution, but cannot add new details/restore missing detail, whereas DLSS does exactly that based on temporal data. The upscaled image can never match the native resolution, wile the image reconstruction such as DLSS can match and even surpass it, because Temporal data (data from previous frames) provides more detail than single frame rendered at native resolution. DLSS (especially 3.8.2) can merge previous frames very well, and having used DLSS in countless games, I have to say that native resolution is currently the biggest waste of GPU resources. I can always get better image quality with DLSS + DLDSR combo and still get few fps more compared to the native TAA. Even the new PSSR in PS5Pro, if implemented well, can provide better image quality compared to the native TAA (e.g. 'stellar blade').