Since it's being discussed, I'll say personally I'm not too worried about more advanced current gen games coming to Switch 2 in the same way as Switch 1, simply because of how far graphics have advanced, even massive downgrades won't look as intensely compromising as they did on Switch 1. And I'm saying this after having seen the Ark Ascended trailer and the Avatar previews, which I think both finally show a true graphics leap beyond PS4. I don't feel that many games before these two were really showing as dramatic a leap.
PS4 gen games were (for the most part) the first to get truly lush, densely populated wooded/forest/jungle environments for example. Porting to Switch 1 might have meant cutting the leaf count in half in a wooded environment's trees, for example from a density of X leaves-per-tree on PS4 to X/2 leaves-per-tree on Switch 1.
If X is 1,000 on PS4 and 500 on Switch, that's a very noticeable change. All of a sudden the environment doesn't even look like a forest/jungle on Switch any more, it just looks like a lightly wooded area. Some devs don't think it's worth that sacrifice, the game's setting is fundamentally different, it's not even the same category of environment in the Switch 1 version. So devs either skip the Switch 1 or keep the leaf count high-ish and butcher the resolution hard instead, rendering the game unplayable in docked mode.
But on current gen, if the starting X is 6,000 leaves-per-tree on PS5 and we cut down to 3,000 on Switch 2, suddenly the Switch 2 version is still very much looking like a forest/jungle, and the original intent of the game is still being delivered. That's the beauty of diminishing returns. Note that I pulled these numbers and ratios out of my ass, they're not based on real examples at all, nor is the concept of devs cutting leaf-counts, these examples are just to illustrate my theory.
I HOPE the dev tools for most games are set up to work in this way, to accommodate this kind of scalability. Maybe I'm wrong, but this is my current hope