The multi-team thing is interesting, because it seems like the most logical thing possible. At the start of a game's development, you don't need 100+ people, so you either lay those staff off, they sit on their hands for a year or two, or you have a second project for them to rotate on to. But that is basically what they're doing even in the instances where there aren't strictly two teams.
ND might not have two separate teams, but they have multiple projects on the go and I would imagine most of the staff move from one to the next while those projects are ramping up. I haven't checked, but other than the creative leads, I imagine the staff of UC4, TLL and TLoU2 are more or less the same.
If you did staff up to two entirely separate teams, you'd have the exact same issue, in fact, twice the issue. You'd have hundreds of people doing nothing.
The way R* and SE work seems like a viable solution for Sony at this point. You have lots of teams designing games, then essentially have an army of artists who go from project to project completing them. I take it Sony have most of their studios use the same capture volume/studio? So to some extent, they're dipping their toes in that concept. It seems over time, it's likely they'll go further in that direction.