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Of course we would probably get more thermo, only if not all the bells and whistles are activated for PS5 feature range, because that takes a lot of the available memory and you might end up with only a slight increase available for thermo.
That being said, the idea of a meter with a notch to tell when it goes past the PS4 limitation is a good suggestion, what if there was also a way to chose what gets automatically downgraded so it automatically falls into limits for a PS4 version of the same scene? So someone on PS4 could load the scene, it gets automatically suited and has potential of running just fine on it. But you have to be willing to accept some reduction in quality.
They could have specific hardware detection tech like they have to detect whether you are using VR or not, move controllers vs DS4, and so on, with user control tweaks to make your game detect the console gen used. Of course it would be handy for PS5 owners to keep their old PS4 around especially dreams creators, so you can test right away yourself if the game would work as intended on the PS4, and/or an analysis improvement that simulates performance levels on PS4 and tell you where it needs improvement just like the current analysis tools do for a game made on PS4 for PS4.
Also adding something just like VR to tag any game to be only playable on PS5, PS4, or both. People on PS4 would not see games made to run on PS5 only. The goal for me here is that since dreams is a first party game, Sony would probably want Mm to use as many features the PS5 has for backward compatibility, crossgen compatibilty, and so on. Something to take note of: even on PS4 we still don’t have HDR enabled for dreams even though all versions of the console can natively use it, even on a PS4 slim. So we should not expect Dreams PS5 to make use of everything visual that could be done on PS5. There will always be compromises even on a PS5 version due to the nature of dreams using unconventional means to create 3D graphics, and special effects. Voxel based engines always will be the underdog of normal 3D graphics made out of polygons, which graphics cards are made for. Voxel based graphics are way more reliant on cpu power since they make use of heavy data structures, before the GPU takes over and display the calculated shapes and form in pixels.