I'm late to this but here goes:
His conclusion, I mostly agree with. Games are made with an overabundance of caution these days, but that's understandable. It's a massive investment, so it makes sense for the risk to be minimized.
As for his stories. I don't think any of them support his conclusion.
Story 1: Does not apply to modern game/software development. Every team has a Jira board with tickets/tasks that are assigned to someone. So someone's name is on every task
Story 2: 4 weeks to do a 45 minute task is bad. But look at it this way. If I'm in the middle of a project, and I assign a 45 minute task to a developer, I'm likely assigning it to a developer with a bunch of other tickets assigned to them(I doubt it was a dev sitting around with nothing to do). Some of those may be tasks that will take multiple weeks to complete. The question then is, what takes a higher priority? The stuff I have assigned to me right now, or this quick 45 minute thing?
If the 45 minute task was a high priority, something would have been sent back to the backlog and the 45 minute task would have been taken up. Project managers coming in and throwing random shit at developers is how things get off track. Stick to the plan, and add extra stuff next sprint. There's so much missing context to this story, and it doesn't speak to overabundance of caution. It speaks to someone not wanting to stick to the process that makes things move along smoothly.
Story 3: It is understandable to be concerned if your bosses are yelling at each other. Especially if you don't know wtf they're yelling about. Get a soundproof room or do it when the staff is not around. Alternatively, find a better way to hash things out.
I think Tim misses the days of small scrappy dev teams. That doesn't work when you have over 150 devs working on the same project. It has to be very strictly managed, otherwise you end up with messes that take longer to fix.