23 GiB can be cached entirely in RAM on higher end gaming rigs these days. 154 GiB probably does not fit into many player's RAM when you still want something left for the OS and game. Reducing how much needs to be loaded from slow storage is itself an I/O speedup and HDDs are not that bad at seeking that you need to go to extreme lengths to avoid it entirely. The only place where such duplication to ensure linear reads may be warranted is optical media.
Which describes both the PS2, PS3, PS4, Dreamcast, GameCube, Wii, and Xbox 360. The PS4 had a 2.5" SATA slot but the idiots didn't hook it up to the chipsets existing SATA port, but added a slow USB2.0<->SATA chip. So since the sunset of the N64 all stationary gaming consoles have been held back by slow (optical) storage with even worse seek times.
Some many game design crimes have a storage limitation at their core e.g. levels that are just a few rooms connected by tunnels or elevators.
They used "industry data" to make performance estimations: https://store.steampowered.com/news/app/553850/view/49158394...
> These loading time projections were based on industry data - comparing the loading times between SSD and HDD users where data duplication was and was not used. In the worst cases, a 5x difference was reported between instances that used duplication and those that did not.