I’ll give it a watch when I have some time.
Yeah, Neo-Trad is probably a better fit. Though, as the author says, the categories are permeable, and personally it seems to me like CR blends elements of Trad and Neo-Trad. Or maybe I just don’t understand Trad at all.
Run a WotC AP. That's solidly Trad. Trad is exploring the GM's setting/plot as a primary point of play. GM setting/plot here includes published settings/adventures. Brennan's analogy is solidly in Trad.
Neotrad is a different thing, where the GM's job is to give the PC's their big moments. Setting is either canonized with the PCs as disrupters becoming the stars (Original Character play) or is serving PC arcs.
Both Trad and Neotrad are heavily GM centered, though, with the GM as final arbiter, but the expected role and things arbitrate for change from the GM's ideas (Trad) to the player's ideas (Neotrad). 3.x was leaned Neotrad because it was expected that the GM adhere to the rules and player builds could easily dominate the rules-directed content. 5e is heavily Trad, with weakened PC build options and heavy reliance on GM as source of fiction/rulings.
CR is a mix of Trad (finding cool things about the GM's setting) and Neotrad (clearly designed arcs centering PCs special things).
Quite a lot of what I'm seeing in 5e recently and suggestions for tge upcoming edition suggest that the game is swinging back toward Neotrad after it's large swing to Trad.
All of the above are general trends and are not meant to say that you can't do whatever at your table. It's looking at how the systems operate to enhance a culture based on how much you'd have to push on it to go a different route. 5e does Trad effortlessly, Neotrad with intent of the table, Classic poorly, OSR with effort, and there's no support for Story Now.