I'm not sure this entirely makes sense. Optimisation isn't some bit-coin-mining like process that simply puts time vs performance improvements. Once the actual scenes have been cleaned up, it's a constant series of compromises to achieve the best visuals at the defined acceptable performance level. Choosing a level of AF isn't a choice to "not optimise" - it *is* optimisation.
Optimisation of their bottom line you mean. Or maybe optimization of their shirking
The fact is, Sony came out with a press release saying that some devs are simply not coding "correctly" (their actual wording), and will release a patch that will make it easier for them to do so.
All of the games affected are powered by Unreal 3 engine.
Given the information available, it would be reasonable to say that devs are using the Unreal 3 engine and porting from another source to ps4, not reviewing the code, and the implementation is going by the wayside, which would explain the lack of AF.
You can continue thinking that devs are doing their very best to optimize their games to fit within the power constraints, but keep in mind that this isn't the simplest explanation, nor the most scientific, as it occludes smaller games with plenty of room overhead.