My problem with that take is why even have alignment if you're just describing personal morality or viewpoints? We already do that in real life without the benefit or need for such a crutch. The only way alignment, as a game mechanic, makes sense to me is if it has meaning outside of personally held views. I'd rather alignment be something that can be chosen or is chosen for you through circumstance, and that it have no bearing at all on individual behavior or morality unless it makes sense for it to (e.g. a patron may expect certain deeds, and a god may restrict certain behaviors).
To me, it's far more interesting if you can have a character that can be kind, helpful and seeking to do good, yet is still aligned with evil through no choice of their own (or on the opposite end, is saddled with expectations they can't and don't want to live up to because sky daddy chose them at birth). Separating alignment from personality and morals means - to me - potential for more interesting stories involving alignment as the player leans into or strives against their ties to otherworldly forces, and with mechanics to back it up.
It's not a crutch, it's one of many aspects of why a person acts the way they do. It's not like abilities are particularly accurate, they're a simplified abstraction of a person's inherent abilities. I don't have an issue with alignment being a simplified abstraction of a person's mode of thinking and view of the world.
If a good person is aligned with evil because they are forced to do so, they are still a good person. Deeds do not define a person's alignment to me, but in most cases deeds are driven by a person's alignment if the person has a choice.