RFC 6951 style SCTP-over-UDP is not super widely implemented, so you end up having to implement it yourself. When you're doing so, you pretty quickly realize that it's significantly more heavyweight than anything you actually need for a game (e.g. https://tools.ietf.org/html/rfc4960#section-5.1.6), while at the same time missing several key facilities, such as knowing instantly, with every packet received, which of the previous (e.g.) 32 packets have also been received, and so forth.
RTP has the same problem. There's fields included with every packet (SSRC, CSRC, others) which are irrelevant to gaming. There's a bunch of libraries, most of which are total junk. There are end to end compatibility problems owing to different interpretations of the spec.
This turns out to be a gigantic problem, because gaming network engineers use all sorts of ridiculous tricks to try to bum every last byte out of their protocols. For an entertaining afternoon check out http://gafferongames.com/2015/03/14/the-networked-physics-da....
A much more relevant criticism might be, well why don't you use, e.g. protobuf rather than invent your own framing system? Because the case of protobuf -- where you want, essentially, to transmit a purpose designed struct directly over the wire with no bullshit -- is very much like the case of a twitch game network protocol and comes pretty close to hand-bummed byte sizes; close enough that the benefits of using something a bit more extensible and introspectable might be worth it.
Anyway, in short, you don't know what you're talking about and Glenn is a national treasure.