I even covered that in the section you quoted.
Interruptions with wandering/random encounters or whatever that are effective enough to put the hurt on PCs? There you go, the GM just proved to the players who was certain it was an unjustified nerf that it was done to brutalize/kill their PCs.
Monsters packup their dungeon & move? There you go... the nerf was so that adversarial G M could cheat them out of a win & any lost loot.
Bad things happen in the world because the players took a week off? There you go, that adversarial GM just proved to the players that the unjustified nerf was to make sure the PCs couldn't win & get blamed for a
crapsack world.
When the players don't understand why it's an improvement
and they refuse to adapt to what they see as an unjustified nerf you wind up with a scenario where any & all negative results from that refusal to adapt just reinforces the appearance of it being an unjust nerf. A large part of that is a result of how gritty realism is still an all or nothing explosive return of all things with almost no possibility of resting yourself into a death spiral like the gradual linear returns of past editions,