I think something the article doesn't quite nail in differenciating is any single f2p game doesn't operate in a vacuum. In ecosystems (say, Japan) where there are dozens of other alternatives, if you so much as piss off a playerbase with the
appearance of being unfair people can and do leave for the alternatives, to the point official statements and/or adjustments are made to salvage flashpoint situations.
In other words, there's a marked difference between games built around a gacha system in which they have to be balanced accordingly to (or, practically, at least make a public-facing attempt to) maintain a healthy playerbase to minimize churn (and which only the successful games do really, really well, in no small part thanks to big data analysis, etc) and retail games where loot boxes are a small, relatively insignificant subsystem, rather than the literal deciding factor on progress.
Since games like Overwatch and most other retail games with lootbox flashpoints in recent history don't completely sink or swim based on the randomized loot systems the way gacha games do (e.g. people play Battlefront because they want Star Wars, not because they want to get more currency for random draws to maybe progress further) that sink-or-swim factor based on perception of how fair the system is isn't quite as pronounced. Even so, at least people are talking about it now - It'll take at least a long while for the latter to get to some form of 'appearance of fairness equilibrium', if it hasn't (hopefully) gone away by then.
edit: legibility