As for the GC, it can be turned on in critical code paths, C# supports manual and stack memory allocation.
Profilers exist, many console games have been shipped in C#, besides Unity, there are Xenko, FNA and MonoGame custom builds for game consoles.
Compare the demo on the blog with,
https://store.steampowered.com/app/236090/Dust_An_Elysian_Ta...
https://store.steampowered.com/app/985890/Streets_of_Rage_4
https://store.steampowered.com/app/107100/Bastion
https://www.pcgames.de/Arena-Wars-Spiel-18141/Tests/Arena-Wa...
All of them done in regular C#, not even taking into account Unity and its DOTS/Burst C# subset.
My point was that some languages have heavier runtimes than others (out of the box, at least).
And yes, C# is very popular for gameplay code, but I'm talking about the parts of an engine that typically use systems programming languages. Even then, you can shoehorn C# into that role with some tweaking and AoT compilation (which is a testament to the C# ecosystem's versatility). But I was just explaining why I think the word "slow" was used regarding the C# language in general, even though it's not perfectly technically correct.
https://www.jagregory.com/abrash-black-book
https://www.amazon.com/PC-Intern-Encyclopedia-Programming-De...
https://www.amazon.com/Black-Art-Game-Programming-High-Speed...
Very little regular C and C++ code, plenty of inline Assembly.
There are some conveniences that come with the technology and not every code path on the game engine is screaming for perfomance.
If you are on the path for the ultimate performance like some console titles, the C and C++ code on those engines will be very alien to most developers as well, yet you don't seem many discussing that.
Just on the subject, here is a talk I saw recently on the theme,
"Beyond the Remake of 'Shadow of the Colossus': A Technical Perspective"
https://www.youtube.com/watch?v=fcBZEZWGYek
However not every single game out there is trying to fit Shadow of the Colossus into a PS 2 or XBox 360.