No it's not. Series X might have a CU, texture fillrate, raw peak RAM bandwidth, (possibly) more robust ML (tho for most gaming tasks you don't need any precision lower than FP16; if INT8 & INT4 precision is exclusive to Series it's mainly due to its dual use in Azure clusters where raw data compute with ML is required), and (very slight) CPU speed advantage, and a potential advantage with Mesh Shaders (due to higher CU count), but PS5 has a lot of its own advantages over Series X.
Much higher GPU clockrate, faster GPU caches, cache scrubbers (these help with selectively adjusting parts of the cache data without needing to flush the entire line out to perform a write (and needing to re-write the cache line, eating up processing cycles). Dunno if PS5 uses patrol-based or demand-based scrubbing though), cache coherency engines (Series X can do cache coherency but has to use the CPU to do so. PS5's CPU doesn't need to manage cache coherency. Cache coherency is important because data in different memory addresses needs to be correct/synced so that programs don't use stale data and hit an error, wasting cycles or creating a stall), much higher raw & decompressed SSD bandwidth, higher geometry culling, higher pixel fillrate, and a more powerful audio subsystem.
Also while Series X is better at Mesh Shading, PS5 is better at Primitive Shading and both systems are capable of either approach. So it's literally impossible to say Series X is objectively more powerful than PS5 unless measuring a very select, narrow range of specs, which won't tell the whole story of overall system performance anyway.
To the second one, yeah of course it's subjective, but it's mainly going to be down to whose 1P you prefer, if you have nostalgia for certain retro systems, and if you're a big fan of smaller indie games, as those are the big differentiators in the services library-wise.