Yup. It's like everyone except Nintendo has forgotten how to do it. Or compression literally isn't even part of the process anymore because games ship unfinished and the staff have to move right on to making the day one patch...yeah, probably the second one, lol.
Games playing off slow platter based HD's cannot be compressed because the de-compression would fuck up texture and data streaming. also encryption on the drives is a huge bottleneck on both ps4 and xbox.
All 3d model and texture data is stored in huge atlas files so the game only has to peek inside the file to grab whats needed and not open the whole thing, makes it much more efficient to stream data and reduce loading screens. This usually (and very likley in spyros case) also means that data has to be stored 'per level' so you get some fucking outrageous levels of duplication and waste. there's probably a duplicate texture for spyro in every single level of the game, among other things.
Games being played off flash carts dont have the same issues with transfer speeds, so they can compress the hell out of the data and dont need to organise it into the atlases. That's also why 'porting' to the switch properly is a massive amount of work - if it's going to play to the strengths of it, the game needs a total overhaul of how it stores data.
I'm seeing this sentiment a lot recently and nobody seems to understand why modern console games are not compressed.