But wouldn't the buffer size itself be contingent upon the UI assets? If they're using vectors/SVGs why would the size increase regardless of resolution?
This is where I feel I am missing a crucial part in my technical understanding.
The framebuffer for a 4k screen would still need to be allocated in memory. Typically, all 2D rendering is done as "layers" then a compositor will render the different layers in the correct z-order to this framebuffer, and when done, will ask the graphics API to render it to screen. Now, when playing games, and you want the overlay to show or even the home screen, they might have been concerns about having to have a framebuffer allocated just for this scenario. It's solvable but they might not have had time at release, and now they did have time and fixed it.