I was going to give my opinion until I remembered that I didn't exactly get on the deferred bandwagon. I never understood why it was being pushed and becoming more and more popular. I guess I didn't and still don't understand what problem it solves? So I'll match Alundra's is deferred wrong in 2020 and beyond and raise to I think deferred was a mistake mainly because the memory bandwidth requirements as well and the problems with transparency were never worth it. Tiled forward made a whole lot of sense but there were no explict compute shaders yet. But GPGPU things like brook gpu were feasible so it might have been possible if nvidia and ati pushed it with gdc/sigraph papers. I wish I spent some time learning brook gpu (or the other one sh was it?) then I'd know if it were feasible.
BTW Doom IIRC used clustered forward rendering and I've heard of no changes for Eternal.
I think the right answer will always be a technique involving both deferred texturing and deferred lighting. Just to be clear the abstract deferred not G-buffer deferred.