If data already shows that putting 1P games into PS+ too soon after launch hurts the B2P tailend of those games on PS consoles (and that's a PS+ service specific to the consoles, at that), then there's likely to be similar evidence that would show putting current-gen releases on PC too soon after releasing them on PS5, hurts the B2P tailend of those games on PS consoles as well.
I.e PC unit sales of those ports would be coming at some expense of PS5 unit sales of those game games, and any PC unit sale is less revenue per copy for Sony than a PS5 equivalent because of the means in which Sony sells their games on PC (being on a 3P storefront, for starters, where they pay a 30% cut to companies like Valve). That's combined with things like the amount of Steam/PC users with rigs equivalent to a PS5 are much smaller than actual PS5 console owner install base...
...which in theory MIGHT mean the PC ports of such titles don't cut as much into console but that assumes those PC users simply aren't waiting to upgrade their rig and then buy the game at a super-cheap price. Meanwhile they either have a PS5 but rarely use it, or don't have one and would not be planning to get one because the port gives one less reason to consider buying a system. Either way it'd equate to a net loss for Sony one way or the other, if not in total revenue than in maximal profit margins for sure, when taking the entire ecosystem into account.
Reason I'd say that, is because while on revenue front you still are getting a lot of new PS5 buyers, from this point onward a lot of them will be casual and mainstream gamers who won't be spending as much post-console purchase as a hardcore or core enthusiast would. So without the PC ports of games like HFW or GOW Ragnarok or such (at least, within the generation those games release in), you'd still get those casual & mainstream buyers and also through having those games as exclusives in a purer sense, create value proposition for some or many of those would-be PC customers to either buy it on their PS5s, or buy a PS5 for those and other games.
Thus, better saturation of maximal ecosystem revenue. Again, similar to the subscriptions WRT B2P sales, the PC ports have to be siphoning some of their growth from somewhere else in the ecosystem in some portion. And I don't think the results of late have shown that siphoning to be worth the effort. Hence why it'd probably be best to revert on the PC policy and limit it to some GaaS/live-service titles and remasters (singles or collections) of legacy titles preferably to draw interest towards the console for the newer installment or similar release(s) that would be exclusive.
And that sort of advertising model, FWIW, is basically what it seemed Shawn Layden wanted to do anyway. Or if not, that should have been the approach and remained that way.