Why "CPU needs to first launch ALL possible shading bin dispatches" even after culled most of them?

The GDC 2024 “Nanite GPU Driven Material” mentions:

"

Most shading bins are not in view

○ Behind the camera

○ Occluded by something else

○ Sub-pixel in the distance

"

The “City Sample, showing 4015 total shading bins, but 3675 of those bins are empty!”

My question is, why not do some simple culling on the CPU first, like camera frustum culling, to filter out most of the material dispatches, instead of dispatching every single one of them, even if 90% of them are invalid?