My personal view is that crossfeed is a nice thing to have to 'fix' hard-panned tracks that were clearly mixed solely for speakers so that they don't sound jarring on headphones, but besides that it's usually not an actual benefit for most music, especially now that much of modern music is being mixed with headphones as more of a consideration. I find that it often forces stuff in front of you even if it shouldn't be, and tends to 'smear' centered content in many implementations
Obviously when it comes to spatial enhancement, the endgame is something either such as an atmos like setup with many speakers, though that's usually expensive and difficult to set up and you've got the considerations of room acoustics.
OR
Something that properly takes HRTF and localization cues into account, similar to how a lot of current VR audio solutions work. Though this requires head tracking.
There are some things you can do though with regular stereo tracks that provide a much better experience than crossfeed. I'm actually working on a product right now which I'm very excited to get in people's hands that has what I think is a much better 'spatial enhancement' than anything I've tried on gear previously (though ofc I'm biased there). Needs more compute power than what you can do in a typical DAC though.
Personally I found some of what companies like Valve have done to be really interesting, Valve open-sourced their steam-audio solution and there's some pretty fascinating stuff in there.
Some that is specifically related to games, such as physics-based sound propagation within the virtual environment, but some cool stuff with HRTF & Ambisonics that wouldn't be specific to a game necessarily. As well as there being some cool things you can do by calculating/extrapolating direction and/or location from a stereo track and modifying with approaches such as this....