It doesn't help that they actually included a 'you and yours rollplay, me and mine roleplay' line, which I thought was considered a hackneyed self-congratulatory canard back in the early 90s. There are a few valid points buried in the dross, but it is not a good look.
eye quirk In my experience the only sort of people that unironically use the comment "it is not a good look" would also use the word "optics" with a straight face.
But To address that "you and yours rollplay, me and mine roleplay line". Please... quote me where I said that precisely or retract the statement. I never made a me and mine vs thee and thine and claiming so is dishonest.
In fact let's give it a read.
"In new editions you have to roll for intimidate, or investigate, or any of a number of things that in 1e or 2e you just DID. That you role played, not Roll played. In those older editions the rules were silent about how you'd intimidate that guard, or how you searched for treasure, so instead you sat at the table with your friends and you spun stories of how you did those things. You had to talk to the guard and the DM, being a fair minded adjudicator, asked himself, did their friend do enough to pull it off. You didn't have a roll tell you if some NPC lied to them, you relied on the DM's acting skills to carry it off and you became canny to it. You ROLE PLAYED. Sure AC might have been a little bass ackwards... but who gave a flip?"
Hmmm, looks like it's all "you" and no "me" and I'm talking about where the current incarnation of the game puts emphasis.
I'll be clear on this.
In older editions you were encouraged to role play because in many cases there wa no mechanic otherwise, no call to roll dice, so you just either invented your own mechanic, or you roleplayed it. And yes there always have been people that "roll played" instead, because they derived pleasure from that , and more power to them, maybe one day they realized there was more to it all but if that was their joy, far be it from me to take that from them. But in newer editions it's encouraged to "roll" dice to decide things, and it's not done in a healthy or imagination stimulating way. It's done in a These are the rules, this is how you should do this way.
I can point to real world examples if you like.
1. In the Visual Media: Critical Role is one of the single biggest draws for new players today, and seen by many new players as "the way to play" . Their method is extremely heavy on dice rolls to decide everything. Even when the character's have extremely good reasons and describe their actions where you or I might not call for a dice roll due to outstanding rp, there are inordinate numbers of rolls for intimidate, deception, perception, investigation, and similar. This show is a big draw bringing in tons of new players and old ones as well, and with the full blessings of WotC to the point that they published the DM's own home brew world as an official setting. The message in the media is clear, "This is the ideal method of play, use this as a template for your play" There's even a term for it, the Matt Mercer effect. If they are presenting this as the ideal, players pick up on that and pattern their expectations on that. And many DM's are obliged to follow this expectation to ensure players have a positive table experience.
2. The official rules now put a heavy emphasis on use of stats, feats, skills and similar as a pure decision making instrument in game and place heavy emphasis on dice rolling to the point that people are encountering this sort of player regularly now.
WotC - So, when do the announce the July book? Guesses on what it'll be? 
I know I am, and others are as well. Mind you I am full aware there have always been people that refuse to look outside the box, I've played with them for decades from 1e on, and those people will cycle themselves out of the hobby eventually as they always do, but the number of them is increasing and it's becoming an issue considering WotC is exploiting this trend to drive sales and that encourages the rules to continue to emphasize roll over role. Corporations gotta corp I guess.
3. Official events and Adventurer's league type things are being instructed to push the rules and game mechanics.
From the Adventures league DM Guide. p3
THE RULES OF THE GAME
Adventurers League play uses fifth edition Dungeons and
Dragons. You can issue rulings to your table when the rules of
the game are ambiguous or vague, but you must otherwise
adhere to the rules as they are provided in the core rulebooks,
and can’t change them or make up your own; “house-rules”
aren’t permitted for use. You must always use the most
current incarnation of a rule.
I'd suggest you think about that. This is how the WotC is running things. That you must follow THEIR rules, and only theirs with the implication that doing otherwise makes you "other", and you must keep your game using the most current incarnation of those rules. What the hell happened to our hobby?
4. OSR groups are even publishing documents that compare and contrast modern play styles vs OSR play styles, with Modern being characterized as driven by dice rolling over player and character agency. If you want examples I'll be happy to send them to you. The common thread being that modern play emphasizes roll over role.
I'm not trying to draw some sort of one-upsmanship analogy here. I'm pointing out that WotC is not being a good custodian of our Hobby. They're pushing the game in a disturbing direction and in doing so they are trying to standardize and dictate terms to the community. In turn this authoritarian push is embedded in the rules, and will drive out the creativity and diversity of play that has been the hallmark of the genre.
Good stuff. I wish more of us had consistently seen that side of him.
I had the pleasure of working with Gary on the Legendary Adventures game. He was actually a joy to work with.