The idea is to duplicate assets so loading a "level" is just sequential reading from the file system. It's required on optical media and can be very useful on spinning disks too. On SSDs it's insane. The logic should've been the other way around. Do a speed test on start an offer to "optimise for spinning media" if the performance metrics look like it would help.
If the game was ~20GB instead of ~150GB almost no player with the required CPU+GPU+RAM combination would be forced to put it on a HDD instead of a SSD.
This idea of one continuous block per level dates back to the PS1 days.
Hard drives are much, much faster than optical media - on the order of 80 seeks per second and 300 MB/s sequential versus, like, 4 seeks per second and 60 MB/s sequential (for DVD-ROM).
You still want to load sequential blocks as much as possible, but you can afford to have a few. (Assuming a traditional engine design, no megatextures etc) you probably want to load each texture from a separate file, but you can certainly afford to load a block of grass textures, a block of snow textures, etc. Also throughput is 1000x higher than a PS1 (300 kB/s) so you can presumably afford to skip parts of your sequential runs.