what is up with Nanite UE5 v.s. goodbye Tessellation in UE4??

As being Unreal 5 we will not know until we see it and I’m not hearing that it no longer needs this or that but rather that UE5 does the necessary things for you as far as optimization goes. We already have this in UE4.X as far as landscapes goes, foliage tools, and texture streaming and even auto LOD’s where if you set the requirements UE4 handles the optimization requirements for you. This to me is what is meant by “it just works” as they are requirements of game design but since it’s a close edit environment why not let the engine handle the ditch digging