> Pretty much all upscalers force TAA for anti-aliasing and it makes the entire image on the screen look blurry as fuck the lower the resolution is.
I feel like this is a misunderstanding, though I admit I'm splitting hairs here. DLSS is a form of TAA, and so is FSR and most other modern upscalers. You generally don't need an extra antialiasing pipeline if you're getting an artificially supersampled image.
We've seen this technique variably developed across the lifespan of realtime raster graphics; first with checkerboard rendering, then TAA, then now DLSS/frame generation. It has upsides and downsides, and some TAA implementations were actually really good for the time.
Every kind of TAA that I've seen creates artifacts around fast-moving objects. This may sound like a niche problem only found in fast-twitch games but it's cropped up in turn-based RPGs and factory/city builders. I personally turn it off as soon as I notice it. Unfortunately, some games have removed traditional MSAA as an option, and some are even making it difficult to turn off AA when TAA and FXAA are the only options (though you can usually override these restrictions with driver settings).