You should check out Blades in dark and similar (Scum & Villany, Bands of blades). While it's not the same definition of 5th gen as the author (VTT integration isn't the point) it's modern RPG design, with a lot of thing to ease the GM life. And IMO the right balance between rule light and crunchy (it's definitely too crunchy/complex to be called rule light, but run quick and smooth) main features would be.
Everything has hit point aka clock, no matter whether we talk about opening a door, seducing a Noble or killing the dragon, the GM gives a target number and it's up to player to stack enough succesr to do-it. Of course fail roll would have narrative consequences
A downtime phase which is more than spend XP and heal, with a whole mechanic to manage faction to faction game.
A stress meta currency, which helps you a lot, until you don't have it anymore and start to struggle
Flashback and define equipment on the fly are things letting player jumping to action quickly without a long planning phase
IMO we're full into modern RPG design and used existing concepts to build a fast paced great game easy to play and GM while still having a lot of rules/options
I would tend to agree with you, feel like the article ignore 50 years of RPG evolution and still focus on D&D which despite a large market share, is a tiny drop of what the market has to offer and a very specific playstyle which again isn't really a good example of what RPG look like, at the point many player do not play DnD as intended and end up tweaking it to do political/horror/investigations game