When I first started playing PG I went full sim on the greens and read the breaks without the grid. There was no BLI of course. To be honest I was a bit disappointed with the textures and lighting on the greens. I expected a bit better. Nevertheless I played a lot of rounds by just reading the breaks by what I saw. What visual input I did have was quite adequate to lag the ball close from a distance. Believe it or not there was enough info to judge breaks. In your first example it does look like a left to righter ( I would have aimed about six inches left. The ball would have finished close enough for a two-putt all the same (if the speed was right)) but it is a washed out dull day and you'll have the same problem IRL.
I tried varying the time of day to create a shadow effect but it didn't help all that much. I thought that an exaggerated shading would have helped. Anyway, as in real life, if there was no obvious break either way I would putt straight at the hole. The problem was that it was impossible to read any break at the 3 to 4 foot distance. There was simply no graphical input and as we all know there are some brutal breaks on those short putts here. That was where the frustration came in and I gladly embraced BLI. But for long putts I thought having no assistance, apart from elevation, worked adequately. All it needed was a camera that you could move up or down - standing to squatting. Frankly BLI is too unreal and, even though I sort of like the distance flag, together I felt it was too much mechanical assistance to simulate putting.
The update will be extremely interesting for we fanatics and I wonder if we will have more discussions about pros and cons - no doubt we will. I think we sometimes lose sight of the fact that PP are trying to deliver a simulation of golf and do we really need so many mechanical assists that we can sink a high percentage of putts that we would make at a much lower percentage.
One more thing. Wind should have an effect on the path and momentum of the ball to be a true simulation.