It is irrelevant precisely because they don’t use Nanite [properly]. The “”“analysis”" from above has 0 value, it shows the case of someone forgetting to disable Nanite, for whatever god reason, that’s all. There isnt any BIG BREAKING, INDUSTRY SHATTERING conclusions to be made from that silly mistake.
I don’t know why they decided not to utilize Nanite at all, I assume majority of the game was done on 4.27+ and then they decided to abandon migration to Nanite due to unforseen amount of work, etc. But more importantly, they did not really need it, nor they needed any complex and numerous LODs. Why? I RE’d their streaming system - it is a “heavily culled” approach with their custom streaming volumes. Each volume has a pre-load box that initiates async load of numerous linked StreamingLevel, and on top of that it has a toggle volume box itself that will immediately load the SL synchronously, if needed, and then set it to Visible. This works the same for both outdoors and indoors, with the one exception is that outdoors literally re-implement fog as away to hide distance objects being culled almost identical to original game.
In short, they use very manual and tuner streaming approach so they always can control how much stuff is rendered at any time and thus they did not need to setup 773 LODs for every potential distance visibility because this game never has a case of “See that mountain 50km away? You can go there”. Whatever they succeed at such approach or not is debatable.
tl;dr An attempt to drag every modern UE5 game here will only hurt your stance rather than backing it up.