I remember a lot of noise when the DLSS and FSR were announced. But I don't remember anything like that about the CAS.
CAS came after the original DLSS and is a pretty basic post process spatial upscaler + sharpen filter that wasn't much different from filters already in existence. It was definitely in the media, and often compared favorably against DLSS 1.0, but it certainly wasn't marketed as well, and was clearly inferior to most DLSS 2.0 implementations.
FSR has been pushed harder and has attracted more attention as it's being presented as a more accessible DLSS near-equivalent.
It seems to me that the inclusion of different scaling coefficients in CAS is only in the Elite.
There are other games using FidelityFX CAS scaling. Cyberpunk 2077, for example.
And AMD themselves intended to use it together with FSR to reduce its soap.
Using FSR implies EASU + RCAS (FSR being the combination of the two), and generally precludes CAS (older, worse, and less compatible with EASU). Reducing the blurriness of the rather heavy AA (usually TAA) that these upscalers needs to work well, as well as imitate details that didn't exist at the internal resolution, is a major use case for CAS, RCAS, and all these other sharpening filters.