Okay, given your understanding of what he said, I can see why you might agree with him (although I don't), but critically, that's not what he said.
Another example he gave at CppCon was a Chair class. In a real game, you may have a static chair, a dynamic lighting chair, a breakable chair, a physics chair. There is a tendency to make these all relate through some common Chair class because they all share some "chairness" in the real world. But in reality, the data and transformations each need have nothing in common and trying to shoehorn them into some relationship because it resembles something in the real world is counterproductive.