No, that's the migration to EoL. He talks through the difference in very articulate ways. Specifically, it's the transition from those features being centralized to them being handled without their support. So the game goes from a central server to peer-to-peer, matchmaking goes from their service to the Steam API for it and so on.
That's what end of life looks like if you need to keep the game running, The game won't run without matchmaking, so you need a matchmaking solution. They went with this. They could have gone with a server browser. One thing wouldn't necessarily be less work than the other, the idea is they had to reimplement that chunk of the game in a way the community could maintain.
If you just put the game out and don't enable some solution for matchmaking then there's no matchmaking and you can only play by yourself.
If you're frustrated that this is done with such complications imagine how it feels for the people doing this on the way to a certain layoff or bankrupcy. Which is the whole point people are trying to impress here.