> Classic procedural generation is noteworthy here as a precedent, which gamers were already familiar with, because by and large it has failed to deliver.
With the notable exception of Minecraft terrain generation, which I think most would say was successful in what it set out to achieve.
Minecraft terrain generation produces invalid states, such as empty spaces within water, where once you interact with it the boundary collapses into a valid state. I don't think Mojang planned to have those invalid states.
There are tons of examples of this. Heck, even Tetris has procedural generation. I think this argument was a mistake.