The reason Xbox APIs haven't given direct access to the GPU is for the same reason you wouldn't do this on Windows. The API gives a safe way, preferably with low overhead, to access resources that might be already being used. With the original Xbox, this was done to keep programming for the Xbox more or less the same as programming in DirectX on a Windows machine. Having comparable APIs makes porting significantly easier. The Xbox 360 maintained this paradigm.
If you consider the PIP type of gaming that Xbox One supports there's no way a game can have direct access because it would be fighting the kernel. Instead you are actually coding against a virtual device so that the kernel can decide what instructions can actually be executed.
The reason Xbox APIs haven't given direct access to the GPU is for the same reason you wouldn't do this on Windows. The API gives a safe way, preferably with low overhead, to access resources that might be already being used. With the original Xbox, this was done to keep programming for the Xbox more or less the same as programming in DirectX on a Windows machine. Having comparable APIs makes porting significantly easier. The Xbox 360 maintained this paradigm.
If you consider the PIP type of gaming that Xbox One supports there's no way a game can have direct access because it would be fighting the kernel. Instead you are actually coding against a virtual device so that the kernel can decide what instructions can actually be executed.