Not modern in the sense of their visual scope and intent. Those games aim to be visual throwbacks to an age far before Igarashi's games, hence why for budget concerns, it makes sense to pitch a 2.5D game. I'm not saying they're bad, but the visual style of those games would be easily accomplishable if Igarashi was pitching a Classicvania ala Adventure Rebirth. From what we know, he's pushing the type of Metroidvania formula he's known for, which is not a purely stage based, side scrolling 2D game.
We should also consider the fact that a good chunk of the sprite artists who worked with Igarashi have apparently left the industry long ago. That type of 'middle way' seems to be gone in the industry: it's either really high end super sprite work, or a retro throwback effort. Like games today, it's either high end or low end, as the middle is gone. Igarashi didn't want to make a retro game, so he was kind of forced by the market to adapt. If the type of animators that make the games he made are no longer around, what's the next best thing? We might assume it'd mean Igarashi were to look for another 2D studio, but how many of those studios are left in Japan that aren't totally out of line to spiral costs up enormously? Inti Creates, coincidentally enough, is such a studio that could meet his desires, but I think that'd only work if it were a 3DS-only game, like Azure Striker Gunvolt. It needing to hit 1080p - I'm assuming the game will aim for every platform - would skyrocket the costs to the quality fans would expect him to meet as a baseline.