Game development is likely the most bipolar example of this. You get both flavors as strongly as possible in the same place. Part of it is incredibly pure as mentioned in the article. Building an engine that can run on all targets is impressive. But then you have to meet all of these artists and customers in the middle which requires some of the messiest work imaginable. You'll end up with odd game objects hidden under the scene that manage elaborate things because the technical team had no way to anticipate the messiness of the impure world of art and emergent gameplay mechanics. The best they can do is continue to support the pure aspects as best they can and account for this mess in their future engine designs.

There is a reason you see some shops perfectly happy using old tools like unity 2022lts, UE4, etc., and others constantly upgrading to the latest new version. In the later case, the quest for purity has outstripped all other priorities - We must be on the latest and greatest at all times. In the former case, they've already experienced the later case and realized that it can never be clean. It's always going to be messy somewhere when you are working on something this complicated. Might as well use the engine that has already been deployed to a billion devices and proven itself over a decade.

Those who have been in the industry for a while can often tell when an indie dev is going to fail at launching a game simply by how they talk about the technology they intend to use. Shopping for tools is fun. It's pure and clean. You haven't really committed to anything when you buy a screw driver or a hammer. The moment you use that hammer to tear into that first piece of drywall, you have a kinetic, messy situation on your hands. Tooling might still be important but it needs to take a back seat to the mission at that point.