While they have become good at 'emulating' how light works in games, there is no substitute for simulation. And emulation has time and resource related costs which scale with expected scope and fidelity of a game as opposed to simulation where the cost is performance (the magnitude of it that is being reduced with time and iteration).
The transformative quality RT has and will bring in a real time environment would essentially be like enjoying in-engine real time cutscenes of current gen games like Gears 5 or Uncharted 4 etc, where each scene is carefully authored by hand (additional lighting, higher fidelity self shadowing, sub surface scattering).
I remember asking a dev here about this, and he said it may speed things up, but there is still an awful lot of work that will be done even when using RT.
The performance hit atm is still huge for something that isn't too noticable imo.