It actually took me a little while to realize that the pics you posted were not duplicates. Yes the difference is there and anyone can tell which is which when looking for the differences but in general I don't see it as a very big difference. Don't get me wrong, if it were a lesser performance hit I would for sure want to use it myself but I don't see the performance hit as being worth it generally speaking for most of the games out with RT right now. Real life is never nearly as full of reflections as these newer games are, and even when life does give you reflections they are almost never very clear or noticeable. Reflections in real life are usually more like theses:
Not a problem to simulate that in software, or in realtime, it's artist's decision in how they want the reflection to look.
In RTX games reflections look overly mirror like, probably because the rougher a reflection is the higher the performance hit so RTX games tend to all look like they recently had the floors waxed or like it just rained and there are puddles everywhere but also the sun is out to help create nice reflections. If you look at Control, that game perhaps more than any other has floors way more shiny than any real industrial area would but in real life people don't encounter a lot of super shiny floors and especially not in places like the setting for Control.
Artist's decision. It doesn't cost more to make it rough but it can somewhat be optimized when the directions are same or similar, share it across frames and so on.
Control has a lot of polished stone floors and otherworldly areas of literally polished stones. Glass windows. So of course it reflects a lot and it actually looks decent unlike as you say the BF/CoD/whatever AAA mega game that gotta have the latest cool thing so they slap on 1-2 effects such as reflections and add mirror puddles because they don't have wind or other physics to distort the puddle to look more real let alone use dirty water in their texture for it. Artist's decision.
As far as semi reflectiveness goes, they don't want to use it much because it costs same as regular reflection but it's visual impact is much lower so they optimize them out. Aka BF5. This turns the effect into ON or OFF and not much in between.
I think Watch Dogs legion is a good example of how little impact RT reflections can really make. It seems like a lot of games (BF5 especially) intentionally nerfed the visuals with RTX turned off in ways that go beyond just RT. BF5 straight up has missing lights and shadows in some places without RT so it's not a good on vs off comparison. I think we can all agree that as far as RT reflections go, when RT is not being used of a reflection surface screen space reflections should be used as a cheaper alternative and that's exactly what happens in WD:Legion. That game didn't go to any extra effort to make RTX stand out more than it should and in the end, it really doesnt stand out much at all. Without RT, the usage of cube maps and screen space reflections works well enough to make it look like everything that should be reflective is believably reflective to about the same degree that RTX does.
Most games have a mix of reflections especially when not using RT entirely. Again artist's decision. SS, cube map, probes, voxels etc. sort of approximations of various effects used when using RT.
To me the incorrect reflections use in cube maps stand out immensely, even screen space goes to hell very often. It works OKish for games with low amount of reflective materials (say Metro when you're not near water) but it certainly doesn't work for Control.
I don't think it's hard to make the case that the RTX off in this example actually looks better. The softer reflection on the water arguably looks more believable than the mirror like on on the right. Additionally the left image actually has a few more reflections than the right image, probably because the roughness of a surface isn't a performance issue with screen space reflections like it is with RT so the rougher surfaces get SSR without RT. One could also argue that the image on the right has it's advantages. Perhaps you prefer the mirror like reflections or perhaps the one or two objects that SSR misses but RT doesn't really stands out to you. Either way, it seems like at best RT is more of an even trade off when implemented into a game that doesnt intentionally gimp the visuals to look worse than they should without RT. Even if you ignore the performance, it still has it's pros and cons with how it is used in a very limited extent today.
I don't really care for cherry picked marketing offline renders done in who knows what maybe even not the game itself. Again it's up to artists do it right or screw it up no matter the technique used. At least with RT it takes the work from artists a lot and even when they mess up at least the reflection still is geometrically correct.
Maybe some gimped, some don't, in the end there is a visible difference between the RT and non RT effects, plus with RT it's all dynamic not only prebaked static rubbish.
On a different note, there are other way more interesting implementations for it. I think so far Minecraft RTX looks the most impressive, but again that isn't even a fair comparison because without RTX Minecraft uses very basic lighting that no game meant to have decent visuals would use, but at least the way RT is used in that game really adds something to the experience.
In voxel games the RT problems can be simplified and optimized a lot, that's why they work so well for it, they have the performance and look prehistoric using their regular non RT renderer.
So TLDR, I think reflections in real life are generally pretty dull. RTX games are being designed around how to best use mirror like reflections with a very strict roughness cut-off and the results are not at all a clear win in large part because those type of reflections don't look very natural.
Artist's decision. It's not fault of the technology but of people using it. Not all games, actually almost no game aims to look realistic to begin with.
In more decent games where modding still exists, with RT, you could alter the textures, the reflectiveness, roughness or even recode shaders and so on. It depends on a game how it's been made and what user control it gives you.
The performance problem right now is up to the hardware dedicated to RT being very low. They still want to cater a lot to traditional rendering and if they made a proper 90% RT 10% compute RT focused card... it would be a whole lot different experience but the only software capable of using such a card right now are offline renderers as games still rely heavily on compute instead, except Q2RTX path tracing which has a lot of RT.
All the games look unreal to me, no matter if they use RT or not, at least with RT the effects are actually geometrically correct and not a fake rubbish at worst also a prebaked static one. Don't even get me started on bloom, DOF, motion blur, fake HDR, and so on.
RT is the way to go and where real time rendering will move to sooner or later.