It might be difficult, but it's definitely still happening. Enormous progress has been made on this front over the past however many years since the current gen consoles launched. All the major 3D engines, Unreal Engine 4, Frostbite 3, CryEngine, AnvilNext, Id Tech6 etcetera, and even some from smaller devs like the 4A Engine used in the Metro series, can effectively
use at least six threads. AnvilNext has been shown to be able to scale on a deca core CPU even. This development was done out of necessity, to be able to milk as much juice as they could out of the weak console CPUs, and to satiate the market's increasing desire for bigger and more realistic games. There's no stopping the progress being made on this front, as the future of gaming depends greatly on programmers' capabilities to get as much out of the hardware as is possible.
A lot of developers still haven't been able to break the four thread barrier, like CDPR's Red Engine 3. That might not have been a limitation for the Witcher 3, but it very well might be for their next game Cyberpunk 2077 which will likely be an even bigger game with more simulation. If CDPR can't get their engine to scale to more than 4 threads, then their vision for Cyberpunk 2077 will have to be compromised, much like how the Witcher 3 was severely downgraded.
Ubisoft by comparison has done more on this front than perhaps any developer,
AND IT SHOWS. AC Origins will be an immense game, featuring practically an entire country with diverse environments from massive cities to small villages to deserts, to huge Pyramids and underground tombs. And all of this will be completely seamless with no loading screens. You can't have that kind of scope and detail without an engine that can effectively and properly utilize a CPU and memory. Only now is such a thing even possible, due to the advancements they've made in game technology, and proper CPU scaling is crucial to their success no doubt.