Here we go again... sigh.
No, they aren't just using a closer to metal API.
For one, you're making the assumption that the hardware is off the shelf, it's anything but.
Xbox One X has 60 hardware level custom modifications to specifically alleviate bottlenecks shown to exist on modern hardware when using modern gaming engines.
Xbox One X is purposely built to handle 4K assets meaning that memory bandwidth actually much more in reality than a GTX 1080 which get about 275~ GB/s real world while the Xbox One X has 326 GB/s.
Offloading is done by quite a few chips that help prevent bottlenecks normally seen with a CPU or GPU including dedicated audio, offloading scaling, offloading video/screenshot capture up to 4K 60 in quality and offloading texture filtering:
Draw calls are made much smaller through hardware:
So no, you can't directly compare the hardware.
Stop assuming that we don't know what CPU-bottlenecking is, we are literally refuting the claim that all bottlenecks are 100% responsible by the CPU.
Honestly, you're making claims you cannot back up.
You're not taking into account the amount of offloading and custom work done to the actual hardware to lower CPU strain(as much as 50% BTW) and alleviate bottlenecks across the entire system.
You do realize that games will still be GPU bound to 30 fps right? I'm not saying there wouldn't be more games at 60 if there wasn't a more powerful CPU but trying to blame every game running at 30 fps on the CPU is just ludicrous.
Forza Horizon doesn't run at 30 fps because of the CPU.
*Facepalm*
Uh no... it depends on the game, honestly you come in and say "I'm not saying that everything is CPU bound" but "everything is CPU bound".
I've been following your circular logic since you started and it's starting to get old.
http://www.eurogamer.net/articles/digitalfoundry-2017-project-scorpio-tech-revealed